Null Reference exception error

Hey guys,i recently started using unity for a game project that i have been planning.I have been following the tornado twins tutorials in youtube to learn most of the enviroment , i encountered the Null Reference exception problem and i really have no idea how to fix it since i don’t know javascript that well.

The script basically makes a turret from firing bursts of many fireballs down to one fireball every two seconds,though even after i did that the video said i get loads of fireballs instead of one,here is the script.The errors that i get are from the compiler are from the shoot function,var bullit and the line below.Can anyone lend me a hand?

var LookAtTarget:Transform;

var damp = 6.0;

var bullitPrefab:Transform;
var savedTime=0;
var spawnPoint:Transform;

function Update ()
 {

   if(LookAtTarget)
    {
 var rotate = Quaternion.LookRotation(LookAtTarget.position - transform.position);


transform.rotation = Quaternion.Slerp(transform.rotation, rotate, Time.deltaTime * damp);


  var seconds : int = Time.time;
  var oddeven = (seconds % 2);
  
  
    if(oddeven)
         { 
      
      
         Shoot(seconds);
    
    
         }
    
    }


}




function Shoot(seconds) 

{
   if(seconds!=savedTime)

          {
       var bullit = Instantiate( bullitPrefab, transform.Find("spawnPoint").transform.position , Quaternion.identity);


         bullit.rigidbody.AddForce(transform.foward * 1000);
  
         savedTime=seconds;
     }
}

Mmm bullit.rigidbody.AddForce(transform.foward * 1000); “forward” can you check if that goes better?

Shoot() is called several times per second, since you cast Time.time to an integer, so for any time between 1.0000 and 1.9999, seconds will be 1, and Shoot() will be called. Normally, your usage of “savedTime” would prevent several bullets being spawned, but if you get a NullReferenceException, any code after that error is never executed, so “savedTime” is never updated.

Note that Find(“spawnPoint”) will search for an object named “spawnPoint” in your scene hierarchy - it has nothing to do with your variable “spawnPoint”. So make sure you have a GameObject named “spawnPoint” in your scene. Or remove the transform.Find(“spawnPoint”).transform.position and simply replace it with spawnPoint.position, which will refer to your variable.