Score Keeper / Kill Counter Help

Ok My Score Is not Displaying in game it hits all the debug nodes but it does not update the score on the GUI.

Score Keeper Script:

	@script ExecuteInEditMode()
	
	var currentScore : int = 0;
	
	var time : float = 0.0;
	var hitCrosshairTexture : Texture;
	private var alphaHit : float;
	var hitSound : AudioClip;
	
	var mySkin : GUISkin;
	
	var pointsToNextRank : int = 50;
	var rank : int = 0;
	var rankSound : AudioClip;

function Update () {

	if (time > 0){ 
        time -= Time.deltaTime;
    }
    alphaHit = time;
}

function DrawCrosshair(){
	yield WaitForSeconds(0.1);
	time = 1.0;
	audio.PlayOneShot(hitSound, .5);
}

function addScore(value : int){
	Debug.Log("Score Added?");
	yield WaitForSeconds(0.2);
	currentScore += value;
	
	if(currentScore >= pointsToNextRank){
		rank++;
		PlayAudioClip(rankSound, transform.position, 1.0);	
		pointsToNextRank += currentScore;
	}
}

function PlayAudioClip (clip : AudioClip, position : Vector3, volume : float) {
    var go = new GameObject ("One shot audio");
    go.transform.position = position;
    var source : AudioSource = go.AddComponent (AudioSource);
    source.clip = clip;
    source.volume = volume;
	source.pitch = Random.Range(0.95,1.05);
    source.Play ();
    Destroy (go, clip.length);
    return source;
}	

function OnGUI(){
	GUI.skin = mySkin;
	var style1 = mySkin.customStyles[0];
	
	GUI.Label (Rect(40, Screen.height - 80,100,60)," SCORE :");

	GUI.Label (Rect(100, Screen.height - 0,11160,0),"" + currentScore, style1);
	
	GUI.Label (Rect(40, Screen.height - 110,100,60)," LVL :");
	GUI.Label (Rect(100, Screen.height - 110,160,60),"" + rank, style1);
	
	GUI.color = Color(1.0, 1.0, 1.0, alphaHit);
	GUI.DrawTexture (Rect ((Screen.width - hitCrosshairTexture.width)/2, (Screen.height - hitCrosshairTexture.height)/2, hitCrosshairTexture.width, hitCrosshairTexture.height), hitCrosshairTexture);
}	

And Zombie Health Script:

var maximumHitPoints = 100.0;
var hitPoints = 100.0;
var deadReplacement : Rigidbody;
var GOPos : GameObject;
private var scoreManager : ScoreManager;

function Start(){

	var GO = gameObject.FindWithTag("ScoreManager");
	scoreManager = GO.GetComponent("ScoreManager");
}

function ApplyDamage (damage : float) {
	if (hitPoints <= 0.0)
		return;

	// Apply damage
	hitPoints -= damage;
	scoreManager.DrawCrosshair();
	// Are we dead?
	if (hitPoints <= 0.0)
		Replace(); 
}

function Replace() {
 
	// If we have a dead barrel then replace ourselves with it!
	if (deadReplacement) {
		var dead : Rigidbody = Instantiate(deadReplacement, GOPos.transform.position, GOPos.transform.rotation);
		scoreManager.addScore(1);
		Debug.Log("SCORED");
		// For better effect we assign the same velocity to the exploded barrel
		dead.rigidbody.velocity = rigidbody.velocity;
		dead.angularVelocity = rigidbody.angularVelocity;
    }
	// Destroy ourselves
	Destroy(gameObject);
}

not very much seems to be happening in the update function.

troubleshoot that stuff by printing Time.time instead of score for a start to see if your GUI is updating.

If it is, try passing through the score value through update invisibly or something like that.

where a value is disappearing, always work up the code sequence with different values that you know are more reliable and intrinsic to unity, to test the parts of your code sequence