Saving to file

Hi im trying to save my players score to a file but it dosent seem to create it any ideas? it should make it in the assets folder

using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using System.Collections;
//You must include these namespaces
//to use BinaryFormatter
using System;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;


public class GameLogics : MonoBehaviour {
	public GameObject Tank1;
	public GameObject Tank2;
	public GameObject Tank3;
	public int Tank1Score;
	public int Tank2Score;
	public int Tank3Score;
	public GUISkin CustomSkin;
	float native_width = 800;
	float native_height = 600;

	void Start()
	{
		Tank1Score = PlayerPrefs.GetInt("Blues Score");
		Tank2Score = PlayerPrefs.GetInt("Greens Score");
		Tank3Score = PlayerPrefs.GetInt("Reds Score");

		Debug.Log (Application.dataPath);
			//If not blank then load it
		if(File.Exists(Application.dataPath + "/highscores.dat"))
			{
				//Binary formatter for loading back
				var b = new BinaryFormatter();
				//Get the file
			var f = File.Open(Application.dataPath + "/highscores.dat", FileMode.Open);
				//Load back the scores
				Tank1Score = (int)b.Deserialize(f);
				f.Close();
				
			}
		

		Invoke("CountTanks", 2);
	}
	
	void CountTanks()
	{
		Tank1 = GameObject.Find ("Tank1(Clone)");
		Tank2 = GameObject.Find ("Tank2(Clone)");
		Tank3 = GameObject.Find ("Tank3(Clone)");
	}




	// Update is called once per frame
	void Update () 
	{
		if (Input.GetKey(KeyCode.Backspace))
		{
			Application.LoadLevel(1);
		}





		if (Tank1.active == true && Tank2.active == false && Tank3.active == false)
		{

			Tank1Score = Tank1Score + 1;
			PlayerPrefs.SetInt("Blues Score", Tank1Score);
			Application.LoadLevel(1);
		}

		if (Tank2.active == true && Tank1.active == false && Tank3.active == false)
		{

			Tank2Score = Tank2Score + 1;
			PlayerPrefs.SetInt("Greens Score", Tank2Score);
			Application.LoadLevel(1);
		}

		if (Tank3.active == true && Tank2.active == false && Tank1.active == false)
		{

			Tank3Score = Tank3Score + 1;
			PlayerPrefs.SetInt("Reds Score", Tank3Score);
			Application.LoadLevel(1);
		}
		if (Tank3.active == false && Tank2.active == false && Tank1.active == false)
		{
			Application.LoadLevel(1);
		}
	}
	void OnGUI() {
		 GUI.skin = CustomSkin;
		 float rx = Screen.width / native_width;
		 float ry = Screen.height / native_height;
		 GUI.matrix = Matrix4x4.TRS (new Vector3(0f, 0f, 0f), Quaternion.identity, new Vector3(rx, ry, 1f));
        	
		GUILayout.BeginArea (new Rect (250,30,400,30));
		
		GUILayout.BeginHorizontal();

		GUILayout.Button("Blue: "+Tank1Score.ToString());
		GUILayout.Button("Green: "+Tank2Score.ToString());
		GUILayout.Button("Red: "+Tank3Score.ToString());
		GUILayout.EndHorizontal ();
		GUILayout.EndArea ();

		GUILayout.BeginArea (new Rect (250,60,400,30));
		
		GUILayout.BeginHorizontal();
		if (GUILayout.Button("Reset Score"))
		{
			Debug.Log("ScoresReset");
			PlayerPrefs.SetInt("Greens Score", 0);
			PlayerPrefs.SetInt("Blues Score", 0);
			PlayerPrefs.SetInt("Reds Score", 0);
			Tank1Score = PlayerPrefs.GetInt("Blues Score");
			Tank2Score = PlayerPrefs.GetInt("Greens Score");
			Tank3Score = PlayerPrefs.GetInt("Reds Score");
		}
		if (GUILayout.Button("Save Score"))
		{
			SaveTimes();
		}
		if (GUILayout.Button("Load Score"))
		{
			
		}
		GUILayout.EndHorizontal ();
		GUILayout.EndArea ();
		}

	void SaveTimes()
	{
			Debug.Log("Score Saved");
			//Get a binary formatter
			var b = new BinaryFormatter();
			//Create a file
		var f = File.Create(Application.dataPath + "/highscores.dat");
			//Save the scores
			b.Serialize(f, Tank1Score);
			f.Close();
	}


}

sorry i was being an idiot…

ystem.IO.File.WriteAllText("E:/score.txt", "Tank1Score:" +Tank1Score
		                            +"  "+"Tank2Score:"+Tank2Score
		                            +"  "+"Tank3Score:"+Tank3Score );

never actualy wrote to the file…