rigidbody.AddForce not relative to rigidbody's rotation.

I have a control system set up for a rigid body character, but the movement isn’t relative. How do I make it relative?

#pragma strict

var MovementSpeed : float;
//var JumpHeight : float;
private var MovementVer : int;
private var MovementHor : int;

function Update() {

	MovementVer = Input.GetAxis("Vertical") * MovementSpeed * Time.deltaTime;
	MovementHor = Input.GetAxis("Horizontal") * MovementSpeed * Time.deltaTime;

	
	

	}

function FixedUpdate () {

		rigidbody.AddForce(Vector3(MovementHor, 0, MovementVer));
		
}

rigidbody.addrelativeforce