Review And fix Code?

i get a compiler error when trying to run this in unity. I have came up with a enter exit mechanism but its not working. Any help is greatly appreciated.

var car : Transform;
var player : Transform;
var exitPoint : Transform;
var doorTriggerLeft : Transform;
var PlayerCamera : Camera;
var CarCamera : Camera;
var isPlayerVisible : boolean;
//
var playerGraphics : Transform;

//vars for what scripts are in car
var hasCarController : boolean;
var hasSoundController : boolean;
//vars to set scripts
var CarControllerScript :Object;
var SoundControllerScript :Object;
//


//CarController script
if ( hasCarController ){
	CarControllerScript= car.gameObject.GetComponent("CarController");
}
//sound Controller script
if (hasSoundController){
	SoundControllerScript = car.gameObject.GetComponent ("SoundController");

}

function Update(){
	if (Input.GetKeyUp("e")  isPlayerVisible){
		getInCar();
		}
		else
		{
	if(Input.GetKeyUp("r")){
		getOutCar();
		}
	}
}


function getInCar(){
	//set car to active
	car.gameObject.SetActiveRecursively(true);
	car.gameObject.Active = true;
	CarCamera.gameObject.addComponent(SmoothFollow);
	var changeCameratarget : Object;
	changeCameratarget = GameObject.Find("Player/Main_Camera").GetComponent(SmoothFollow);
	changeCameratarget.target = car;
	changeCameratarget.distance = 6;
	CarCamera.gameObject.getComponent("MouseLook").enabled=false;
	CarCamera.transform.parent = null;
	//Make player invisible and sitll standing
//	//playerMesh.enabled=false;
	player.gameObject.SetActiveRecursively(true);
	player.gameObject.Active = false;
	//parent player to exit point
	player.parent = car.transform;
	player.transforom.localPosition = Vector3(-1.5,1,0);
	//enable the parts of the car begin used
	doorTriggerLeft.gameObject.GetComponent("OnecameraEE").enabled=true;
	
		if(hasCarController){
			CarControllerScript.enabled=true;
		}
		if(hasSoundController){
			SoundControllerScript.enabled=true;
		}
}
function getOutCar(){
		//make character visble again
//		//playerMesh.enabled=true;
		player.gameObject.SetActiveRecursively(true);
		player.gameObject.Active = true;
		
		//unparent player from everything
		player.transform.parent = null;
		
		//parent camera back to the player
		CarCamera.transform.parent = player.transform;
		
		//reset rotation of camera
		CarCamera.transform.localPosition = Vector3(0,1,0);
		var yRotation : float = 5.0;
		CarCamera.transform.localEulerAngles = new Vector3(0,0,0);
		
		//get rid of the car cameras script
		var changeCameraTarget : Object;
		ChangeCameraTarget = GameObject.Find("Player/Main_Camera").GetComponent("SmoothFollow");
		Destroy(ChangeCameraTarget);
		
		//Turn mouselook back on
		CarCamera.gameObject.GetComponent("MouseLook").enabled=true;
		
		//parent Exit POint to door trigger
		exitPoint.parent = doorTriggerLeft.transform;
		
		//disable parts of car being used
		doorTriggerLeft.gameObject.GetComponent("OnecameraEE").enabled=false;
		
				
		if(hasCarController){
			CarControllerScript.enabled=false;
		}
		if(hasSoundController){
			SoundControllerScript.enabled=false;
		}		

		car.gameObject.SetActiveRecursively(true);
		car.gameObject.active = false;
		car.gameObject.SetActiveRecursively(true);
		car.gameObject.active = true;
}

function OnTriggerEnter(Player : Collider){
	isPlayerVisible = true;
}
function OnTriggerExit(Player : Collider){
	isPlayerVisible = false;

}

Well…? What’s the error, and on which line?

MissingFieldException: UnityEngine.GameObject.Active
Boo.Lang.Runtime.DynamicDispatching.PropertyDispatcherFactory.FindExtension (IEnumerable`1 candidates)
Boo.Lang.Runtime.DynamicDispatching.PropertyDispatcherFactory.Create (SetOrGet gos)
Boo.Lang.Runtime.DynamicDispatching.PropertyDispatcherFactory.CreateSetter ()
Boo.Lang.Runtime.RuntimeServices.DoCreatePropSetDispatcher (System.Object target, System.Type type, System.String name, System.Object value)
Boo.Lang.Runtime.RuntimeServices.CreatePropSetDispatcher (System.Object target, System.String name, System.Object value)
Boo.Lang.Runtime.RuntimeServices+c__AnonStorey18.<>m__D ()
Boo.Lang.Runtime.DynamicDispatching.DispatcherCache.Get (Boo.Lang.Runtime.DynamicDispatching.DispatcherKey key, Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory factory)
Boo.Lang.Runtime.RuntimeServices.GetDispatcher (System.Object target, System.String cacheKeyName, System.Type[ ] cacheKeyTypes, Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory factory)
Boo.Lang.Runtime.RuntimeServices.GetDispatcher (System.Object target, System.Object[ ] args, System.String cacheKeyName, Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory factory)
Boo.Lang.Runtime.RuntimeServices.SetProperty (System.Object target, System.String name, System.Object value)
One Camera EE.getInCar () (at Assets/Scripts/JavaScripts/One Camera EE.js:46)
One Camera EE.Update () (at Assets/Scripts/JavaScripts/One Camera EE.js:32)

The above tells you that the error originates from Update() when getInCar() is called.

This tells you that GameObject.Active is what it has an issue with, specifically.

Intellisense reveals that GameObject.Active is not a valid option, but GameObject.SetActive(bool) is. Give GameObject.SetActive(true); a try.

Google-ing the gameobject.active reveals that it’s obsolete.

Indeed. Moreover, it does not have a capital ‘A’ at the beginning.