RAYCAST Forward error CS0131: The left-hand side of an assignment must be a variable, a property or an indexer

hey guys trying to shoot a simple recast to see if their is an enemy target infant of my ship to “Lock Onto”

geting error CS0131: The left-hand side of an assignment must be a variable, a property or an indexer

using UnityEngine;
using System.Collections;
using UnityEngine.UI;

public class MissileControll : NetworkedMonoBehavior {


	RaycastHit hit = new RaycastHit ();

	public Missle MissileScript;
	public LockedOn LockonGUIScript;
	public SpecialGUI Special;

	public GameObject Target;
	public GameObject GunPoint;
	public GameObject AcualMissile;
	public GameObject Crosshai1;
	public GameObject Crosshai2;

	public GameObject MissionControll;

	public Vector3 fwd;

	public bool IsLockedOnBool;
	public bool Activate = false;


	public int MissileCount = 5;


	public bool FireMissile;


	public void Start(){
		MissionControll = GameObject.FindGameObjectWithTag ("MissionControll");
		Special = MissionControll.GetComponent<SpecialGUI> ();
		Special.SpecialNamestring = "Missile".ToString ();
	}


	public void LateUpdate(){
		
		Special.GUISpecialNumber = MissileCount;


		//------------------------------------------------------------------------------------------

		if (Target == null) {
			Activate = false;
		}

		//------------------------------------------------------------------------------------------





		//------------------------------------------------------------------------------------------

		if (Activate == true) {
			RaycastHit hit;
			float HitDistance;
			 fwd = transform.TransformDirection(Vector3.forward) = 10000;
			if (Physics.Raycast (transform.position, (fwd), out hit));
			Debug.DrawRay(transform.position,fwd,Color.green);
				if (hit.collider.gameObject.name == "FighterRed") {
				HitDistance = hit.distance;
					Target = hit.collider.gameObject;
					IsLockedOnBool = true;
					LockonGUIScript = Target.GetComponent<LockedOn> ();
					LockonGUIScript.IsLockedon = true;
				}

			if (hit.collider.gameObject.name == "DestroyerRed") {
				Target = hit.collider.gameObject;
				IsLockedOnBool = true;
				LockonGUIScript = Target.GetComponent<LockedOn> ();
				LockonGUIScript.IsLockedon = true;
			}
		}

		//------------------------------------------------------------------------------------------



		//------------------------------------------------------------------------------------------
		if (Input.GetButtonUp ("LockOn")) {
			Crosshai1.SetActive (false);
			Crosshai2.SetActive (true);
			Activate = true;
		}
		
		//------------------------------------------------------------------------------------------
		if (Input.GetButtonUp ("LockOf")) {
			Crosshai1.SetActive (true);
			Crosshai2.SetActive (false);
			Activate = false;
			LockonGUIScript = Target.GetComponent<LockedOn> ();
			LockonGUIScript.IsLockedon = false;
			Target = null;

		}

		if (Input.GetButtonUp ("Shoot2")) {
			if (IsLockedOnBool == true) {
				FireMissile = true;

		}


		}


	}


	public void Update(){

	
		if (FireMissile == true && MissileCount > 0) {
			GameObject Clone;
			Clone = Instantiate (AcualMissile, GunPoint.transform.position, transform.rotation) as GameObject;
			Clone.name = AcualMissile.name;
			MissileScript = AcualMissile.GetComponent<Missle> ();
			MissileScript.target = Target;
			FireMissile = false;
			MissileCount -= 1;

		}

	}
		





		}

First of all if you are asking about the error occurred then always include the line number and in your case the error is on line number 63

fwd = transform.TransformDirection(Vector3.forward) = 10000;

should be

fwd = transform.TransformDirection(Vector3.forward) * 10000;

above is just an example basically you had to replace your assigning operator with arithmetic operator