problems with dead replacement of the damage reciever???

hey guys i have a damage reciever added on my shield my shield is a child of the first person players Graphics gameobject that works fine now but my dead replacement object isnt a child of the graphics gameobject. and it must become a child of the graphics gameobjecthow do i do that here is the damage reciever script

var hitPoints = 100.0;
var detonationDelay = 0.0;
var explosion : Transform;
var deadReplacement : Rigidbody;

function ApplyDamage (damage : float) {
    // We already have less than 0 hitpoints, maybe we got killed already?
    if (hitPoints <= 0.0)

    hitPoints -= damage;
    if (hitPoints <= 0.0) {
        // Start emitting particles
        var emitter : ParticleEmitter = GetComponentInChildren(ParticleEmitter);
        if (emitter)
            emitter.emit = true;

        Invoke("DelayedDetonate", detonationDelay);

function DelayedDetonate () {
    BroadcastMessage ("Detonate");

function Detonate () {
    // Destroy ourselves

    // Create the explosion
    if (explosion)
        Instantiate (explosion, transform.position, transform.rotation);

    // If we have a dead barrel then replace ourselves with it!
    if (deadReplacement) {
        var dead : Rigidbody = Instantiate(deadReplacement, transform.position, transform.rotation);

        // For better effect we assign the same velocity to the exploded barrel
        dead.rigidbody.velocity = rigidbody.velocity;
        dead.angularVelocity = rigidbody.angularVelocity;

    // If there is a particle emitter stop emitting and detach so it doesnt get destroyed
    // right away
    var emitter : ParticleEmitter = GetComponentInChildren(ParticleEmitter);
    if (emitter) {
        emitter.emit = false;
        emitter.transform.parent = null;

// We require the barrel to be a rigidbody, so that it can do nice physics
@script RequireComponent (Rigidbody)

Please help

dead.gameObject.transform.parent = transform;