Problem with Network.Instantiate on instantiating a bullet.

I’m trying to make a fps game (multiplayer of course) and I’m trying to make a gun. I tried with the normal Instantiate(bulletPrefab, blahblahblah) but it didn’t show up on the other clients. So I tried Network.Instantiate and it said this

Assets/shoot.js(11,43): BCE0017: The best overload for the method ‘UnityEngine.Network.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, int)’ is not compatible with the argument list ‘(UnityEngine.Transform, UnityEngine.Vector3, UnityEngine.Quaternion)’.

Here’s the script
var bulletPrefab : Transform;
var bulletSpeed : float = 600;

function Update ()
{
    if(Input.GetButtonDown("Fire1"))
    {
    if (!bulletPrefab || !bulletSpeed)
    {
    } else {
    var bulletCreate = Network.Instantiate(bulletPrefab,GameObject.Find("SpawnPoint").transform.position,Quaternion.identity);
    bulletCreate.rigidbody.AddForce(transform.forward * bulletSpeed);
    }    
  }
}

The error says you need an integer at the end of it.

You’re doing

var bulletCreate = Network.Instantiate(bulletPrefab,GameObject.Find("SpawnPoint").transform.position,Quaternion.identity);

but what you need to do is

var bulletCreate = Network.Instantiate(bulletPrefab,GameObject.Find("SpawnPoint").transform.position,Quaternion.identity, ANY INTEGER);

Try that and if that doesn’t work I don’t really know, I personally work with C# and not UnityScript, but what people new to Unity always seem to do is make a first person shooter and when they try to do that they make it instantiate a physical bullet, I don’t recommend doing that, NOBODY recommends doing that unless it’s a slow moving projectile for example, an RPG.

What you should use for a bullet is a Physics.Raycast, I recommend you read some of this:

Unity - Scripting API: Physics.Raycast.