Random.Range issue

im looking for my code to take 2 variables, a max and min int, and randomly select a number from it to allocate it to a new variable, ive looked over the mauals and docs, this should work but i dont know why its not

#pragma strict
var moveSpeed = 3; //move speed
var myTransform : Transform; //current transform data of this enemy
var life: float = 5;
var armorPenMax =int; 
var armorPenMin =int;

var shieldDamageMax =int;
var shieldDamageMin =int;

var strengthMax= int;
var strengthMin=int;

var distance=int;


function Start () {
	myTransform = transform; //cache transform data for easy access/preformance
	
	var currentArmorPen = Random.Range (armorPenMin, armorPenMax);
	var currentShieldDamage = Random.Range (shieldDamageMin, shieldDamageMax);
	var currentStrength = Random.Range (strengthMin, strengthMax);
	
	yield WaitForSeconds (life);
	Destroy (this.gameObject);
}

function Update () {
 	myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
}

Your ‘=int’ is a problem. It should be ’ : int’ and I’m assuming you are assigning values for these variables in the inspector. In addition, the integer version of Random.Range is exclusive of the final value, so you have to pass +1:

#pragma strict
var moveSpeed = 3; //move speed
var myTransform : Transform; //current transform data of this enemy
var life: float = 5;
var armorPenMax : int; 
var armorPenMin : int;

var shieldDamageMax : int;
var shieldDamageMin : int;

var strengthMax:  int;
var strengthMin : int;

var distance=int;


function Start () {
    myTransform = transform; //cache transform data for easy access/preformance

    var currentArmorPen = Random.Range (armorPenMin, armorPenMax+1);
    var currentShieldDamage = Random.Range (shieldDamageMin, shieldDamageMax+1);
    var currentStrength = Random.Range (strengthMin, strengthMax+1);

    yield WaitForSeconds (life);
    Destroy (this.gameObject);
}

function Update () {
    myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
}