Quaternion from US to C#

Hi, I have this script in US, I have been trying to translate it to C# but I don’t know how to use quaternions, eulers and that stuff I hope you can help me here is the code in JS and below the code in C#, thanks in advance.

#pragma strict
var qTo : Quaternion;
var speed = 1.25;
var rotateSpeed = 3.0;
var timer = 0.0;
 
function Start() 
	{
 		qTo = Quaternion.Euler(Vector3(0.0,0.0, Random.Range(-30, 30)));
	}
 
function Update() {
 
    timer += Time.deltaTime;
      
        if(timer > 2) 
        	{
             	qTo = Quaternion.Euler(Vector3(0.0,0.0,Random.Range(-30, 30)));  
             	timer = 0.0;
            }
        transform.rotation = Quaternion.Slerp(transform.rotation, qTo, Time.deltaTime * rotateSpeed);
        transform.Translate(Vector3.forward * speed * Time.deltaTime);
}

and the code in C#, I only got one error in the line 24 where transform.position is:

    using UnityEngine;
    using System.Collections;
    
    public class POLICEscript : MonoBehaviour {
    	private Quaternion qTo;
    	float speed = 1.5f;
    	float rotateSpeed = 3.0f;
    	public float timer = 0.0f;
    		
    	void Start()
    		{
    			qTo = Quaternion.Euler (new Vector3 (0.0f, 0.0f, Random.Range (-30f, 30f)));
    		}
    	void Update()
    		{
    			timer += Time.deltaTime;
    
    			if(timer > 2)
    				{
    					qTo = Quaternion.Euler (new Vector3 (0.0f, 0.0f, Random.Range (-30f, 30f)));
    					timer = 0.0f;
    
    					//transform.position = Quaternion.Slerp(transform.rotation, qTo, Time.deltaTime * rotateSpeed);
    					transform.position = Quaternion.Slerp(transform.rotation, qTo, Time.deltaTime * rotateSpeed);
    					transform.Translate	(Vector3.forward * speed * Time.deltaTime);
    		}
    	}
    
    }

Actually it is a very simple thing that you are missing.

On the line with the error you are setting the position as Quaternion where as it should be rotation like:

Current:

transform.position = Quaternion.Slerp(transform.rotation, qTo, Time.deltaTime * rotateSpeed);

Change to:

transform.rotation = Quaternion.Slerp(transform.rotation, qTo, Time.deltaTime * rotateSpeed);