scripts interfering with eachother?

I’ve got a problem. in my project there are 2 different scripts for adding. One adds points when you pickup coins and the other adds on time when you pickup a timeobject. But, when the character collects coins he gets both points and extra time. When he collects time-object he only gets extra time. But why? I’ve tried several ways but…, Hope someone has a input on why this happens?

Add time script. i’ve checked that the only object marked with the tag “ExtraTime” is the right object.

using UnityEngine;
using System.Collections;

public class EkstraTid : MonoBehaviour {

Tid tid;
int intTid;	

// This method gives access to the timecomponent in the game
void Start ()
	{
		GameObject spillet = GameObject.Find ("Spillet");
		tid = spillet.GetComponent<Tid>();
	}

	
	// when entering into gameObject EkstraTid extra time is added to the timecomponent in the game
void OnTriggerEnter(Collider other) {
        if (other.gameObject.CompareTag("ExtraTime"))
			Destroy(other.gameObject);
			tid.tiden += 100f;

			}
			}

This is the script adding points.

using UnityEngine;
using System.Collections;

public class pickupvs3 : MonoBehaviour {

public int CoinValue;

private bool _triggered;
private AudioSource _lydkilde;


	// Use this for initialization
	void Awake () 
	{
		_lydkilde = gameObject.GetComponent<AudioSource>();
	}
	
	// Update is called once per frame
	void Update () {
		if (_triggered  !_lydkilde.isPlaying)
			Destroy(gameObject);
	}
	
	// When audio is playing the coin is triggered, points are given. Pointvalue chosen in the inspector
	void OnTriggerEnter()
	{
		_triggered = true;
		
		_lydkilde.enabled = true;
		
		Spillet.PickUpCount += CoinValue;
		
		gameObject.GetComponent<MeshRenderer>().enabled = false;
	}
}

Is it possible that the coin has both scripts attached to it? That’s honestly all I could come up with looking at just these two scripts. Could you also show the script that handles these values for the player? (ie: the script where you store the values for points and remaining time)

In that case, I’d at least be able to see what values are being changed and how.

The coins don’t have both scripts added. the script for extra time is added only to the timeobject.

Here is the script that adds points to the score. Extra time is added only on the script above

using UnityEngine;
using System.Collections;

public class Spillet : MonoBehaviour {
	
	public static int PickUpCount;
	public static int HighScore;
	public static int MaxAntallMynter = 1000;	
	public static int MaxAntallEkstraTid = 250;	
	public static int AntallMynter = 0;	
	public static int AntallEkstraTid = 0;	

	Tid tid;
	int intTid;
	
// This method gives access to the timecomponent in the game
	void Start ()
	{
		GameObject spillet = GameObject.Find ("Spillet");
		tid = spillet.GetComponent<Tid>();
	}

	// On gamestart the pointvalue and highscore is zero
	void Awake ()
	{
		PickUpCount = 0 ;
		HighScore = 0;

	}
	
	// the time in the GUI is updated in each frame. 
	void Update ()
	{
		intTid = (int) tid.tiden;	

	}

	// the visible GUI on gameplay
	void OnGUI ()
	{
		GUI.Label(new Rect (0, 0, 100, 50 ), string.Format("Totalt {0} Poeng", PickUpCount));
		GUI.Label(new Rect (Screen.width-100, 0, 100, 50 ), string.Format("tid {0} ", intTid));
	}
}