Rotating projectile

I have a simple game where a gorilla throws a banana ... here is the overall script thus far:

var force:int;
var angle:int;
//var prefabBanana:Transform;
var temp:int;
var temptwo:int;
var prefabBanana : GameObject; 
//var gorilla : GameObject;
var elevationAngle : Vector3;
var throwForce : int;

function OnGUI ()
{

        if(GUI.Button(Rect(10, 50, 80, 20), "Launch!!")) {
        Launch();
        }

        var text = GUI.TextField(Rect(10, 10, 50, 20), angle.ToString());
        var texttwo = GUI.TextField(Rect(10, 30, 50, 20), force.ToString());

        if (int.TryParse(text, temp)){
        angle = Mathf.Clamp(0, temp, 360);
        }

        else if (text == "") angle = 0;

        if (int.TryParse(texttwo, temptwo)){
        force = Mathf.Clamp(0, temptwo, 360);
        }

        else if (texttwo == "") force = 0;
}

function Launch()
{

    elevationAngle = Vector3(0,0,angle);
    throwForce = force *100;

    var banana : GameObject; 

    banana = Instantiate(prefabBanana, transform.position, Quaternion.identity);

    var elevation : Vector3 = Quaternion.Euler(elevationAngle) * transform.forward;

    new banana.rigidbody.AddForce(elevation * throwForce);

        }

It all works correctly, except I would like the banana to travel while rotating on I believe is my z-axis in a clockwise rotation. Kinda stumped on what approach to take for this ... thanks!

I think you want this: http://unity3d.com/support/documentation/ScriptReference/Rigidbody.AddRelativeTorque.html

try transform.roatate. if you do use this approach, then be sure to make the collider a child, otherwise it won't work.