Physics Collider Error:

I’m working on an FPS and one of the aspects is a Grenade or Exploding. This is the script that controls the explosion and it gives me an error that says

#pragma strict

var explosionTime : float = 2; 
var explosionRadis : float = 10.0;
var explosionPower : float = 2000.0;

function Start () {
	// Find Anything that can have collision 
	var colliders : Collider[] = Physics.OverlapSphere(transform.position, explosionRadis);
	
	// Apply a Force to any Physics Objects near bye
	for(var hit in colliders) { 
		if(hit.rigidbody) { 
			hit.rigidbody.AddExplosionForce(explosionPower,transform.position, explosionRadis); 
		}
		
		// Particle Emitter 
		if(particleEmitter){ 
			particleEmitter.emit = true; // Turn On Particles 
			yield WaitForSeconds(0.5); // Sets time Delay
			particleEmitter.emit = false; // Turn off Particles  
		}
	}

	// Destroys the Explosion After 1 Second 
	Destroy(gameObject, explosionTime);
}

Explosion JS

#pragma strict 

var explosion : GameObject;

function OnCollisionEnter(collision : Collision) { 
	// Find out where the bullet is contact
	var onContact : ContactPoint = collision.contacts[0];
	// Find the Rotation of the Object and the contact Normal
	var rotation = Quaternion.FromToRotation( Vector3.up, onContact.normal ); 
	// Create the Explosion 
	var instantiateExplosion : GameObject = Instantiate( explosion, onContact.point, rotation); 

	// Destroy the Bullet
	Destroy(gameObject);
}

Fixed my own issue by Adding a delay to the bullet destroy so that the explosion can take place.

#pragma strict 

var explosion : GameObject;
var bulleteDelay : float = 2.1; 

function OnCollisionEnter(collision : Collision) { 
	// Find out where the bullet is contact
	var onContact : ContactPoint = collision.contacts[0];
	// Find the Rotation of the Object and the contact Normal
	var rotation = Quaternion.FromToRotation( Vector3.up, onContact.normal ); 
	// Create the Explosion 
	var instantiateExplosion : GameObject = Instantiate( explosion, onContact.point, rotation); 

	// Delete the Bullet but wait for the explosion to finish.  
	
	Destroy(gameObject,bulleteDelay); 

}