problem with GUI errors and screen resolution

There are 2 problems i am having.

  1. when i use my GUIText and set the resolution to screen.width and the screen.height, when i change the screen size bigger or smaller it does not adjust with the play area.
  2. when i created the GUI’s it gives me several errors(the red exclamation marks), but i am still able to play. below is the script and screen shots of the errors and the guiText.
    thanks for any assistance. this is in Jscript

sorry i tried to upload the screen shots but it did not work.
the errors i was having said:
UnityException: You are not allowed to call this function when declaring a variable.
Move it to the line after without a variable declaration.
If you are using C# don’t use this function in the constructor or field initializers, Instead move initialization to the Awake or Start function.
FlashLight…ctor () (at Assets/myScripts/FlashLight.js:74)

and…
get_guiText can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don’t use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.

then…

ArgumentException: get_guiText can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don’t use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
FlashLight…ctor () (at Assets/myScripts/FlashLight.js:74)

here is the script

/*
for 1st person shooter
create an empty gameObject, name it FlashlightHolder and place it on the camera.
inside the newly created empty Gameobject add a spot light and name it "flashlight" rotate as needed because it ussually is face down

create a tag and name it " HeadLamp " make sure you follow the spelling and capitalizations.
assign this script to the player.

then create 3 GUI Text, found under  GameObject 
										 create other 
										 		GUI Text
										 		
name them:
	GUI Text_batteryLife
	GUI Text_batteryLifeRemaining_tex
	GUI Text_flashlight_statement
	
	all should be default positioned at:
		x 0.5
		y 0.5
		z 0
	
in the "GUI Text_batteryLife" change the following:
		Text = 400
		
		Pixel offset 
		x = 0
		y = 0
		
		
		font size = 20
		
		all others can remain the same or change them how u see fit.
		
		
		
in the " GUI Text_flashlight_statement " change the following:

		Text = TO Turn Flashlight On or Off, Press "O"
		
		Pixel offset 
		x = 0
		y =  0
		
		font size = 20
		
		
in the " GUI Text_batteryLifeRemaining_tex " change the following
		Text = Battery Life Remaining
		
		Pixel offset
		x = 0
		y = 0
		
		font size = 20



*/




#pragma strict
var batteries: float = 2.0f;
var batteryLife: float = 420.0f;
var batteryReductionSpeed: float = 1.0f;

var lightRange: float = 100.0f;

var horizontalOffset01: float = 0.29f;
var verticalOffset01: float = 0.47f;

var horizontalOffset02: float = 0.37f;
var verticalOffset02: float = 0.4f;

var guiLifeOfBattery = guiText;
var guiRemainingBatLife = guiText;
var guiInstruction = guiText;




function Awake () 
{
	GameObject.FindWithTag("HeadLamp").light.enabled = false;
	batteries--;
	GameObject.Find("GUI Text_batteryLife").guiText.text = batteryLife.ToString();
	
	guiLifeOfBattery.enabled = false;
	guiRemainingBatLife.enabled = false;
	guiInstruction.enabled = true;
	
//	guiLifeOfBattery.pixelOffset = Vector2(Screen.width * horizontalOffset02, Screen.height * verticalOffset02);
//	guiRemainingBatLife.pixelOffset = Vector2(Screen.width * horizontalOffset01, Screen.height * verticalOffset01);
}

function Update () 
{	
	if(GameObject.FindWithTag("HeadLamp").light.enabled == true)
	{
		guiLifeOfBattery.enabled = true;
		guiRemainingBatLife.enabled = true;
		guiInstruction.enabled = false;
	
		batteryLife = batteryLife -(batteryReductionSpeed * Time.deltaTime);
		GameObject.Find("GUI Text_batteryLife").guiText.text = batteryLife.ToString("#.");
		
		guiLifeOfBattery.pixelOffset = Vector2(Screen.width * horizontalOffset02, Screen.height * verticalOffset02);
		guiRemainingBatLife.pixelOffset = Vector2(Screen.width * horizontalOffset01, Screen.height * verticalOffset01);
		
	}
		if(Input.GetKeyDown("o") && !GameObject.FindWithTag("HeadLamp").light.enabled == true && batteries >= 0) 
		{
			if(batteryLife <= 0 && batteries > 0)
			{
				batteries--;
				batteryLife = 420;
				lightRange = 100;
				GameObject.FindWithTag("HeadLamp").light.range = lightRange;
				
			}
			GameObject.FindWithTag("HeadLamp").light.enabled = true;
			
		}
		
		
		else if(Input.GetKeyDown("o") && GameObject.FindWithTag("HeadLamp").light.enabled == true || batteryLife == 0)
	{
		
		GameObject.FindWithTag("HeadLamp").light.enabled = false;
		guiInstruction.enabled = true;
	}
	if(batteryLife <= 0)
		{
			batteryLife = 0;
			GameObject.FindWithTag("HeadLamp").light.enabled = false;
			guiInstruction.enabled = true;
		}
		if(batteryLife <= 50)
		{

			GameObject.FindWithTag("HeadLamp").light.range = lightRange * batteryLife / 20;
			
			
				if(batteryLife <= 25)
				{

					GameObject.FindWithTag("HeadLamp").light.range = lightRange * batteryLife / 20;
			
				
				}
		}
	
		
	
	}

try to script the gui text in a OnGUI function, that might solve the problem…