Space Ship gameobject's Capsule Collider will not collide with walltrigger's Box Collider, please help

Ok so right now I am currently learning how to use Unity through Sams Teach Yourself Unity Game Development in 24 Hours. I just finished chapter 15, “Hour 15: Game 3: Captain Blaster.” Right now I’m working on the end of chapter exercises to polish up the game and I’m completely stuck. This game is a 2D sapce shooter where you move along the bottom of the screen on the x-axis only. Around the camera view and scrolling background are walls called triggers that detect collision for the meteors to destroy the ones that make it off-screen. I want the ones on the left and right to stop my spaceship from moving out of bounds, but the problem is that when I try to collide with the triggers the spaceship just goes right through them. I’ll provide pictures of my settings and scripts for both the triggers and spaceship.

using UnityEngine;
using System.Collections;

public class TriggerScript : MonoBehaviour {

	// Use this for initialization
	void Start () {
	
	}
	
	// Update is called once per frame
	void Update () {
	
	}
   
    void OnTriggerEnter(Collider other)
    {
        if(other.tag == tag)
        {
            print("PLAYER");
            //Destroy(other.gameObject);
        }
        else
        {
            print("METEOR");
        }
       
    }
}

using UnityEngine;
using System.Collections;

public class PlayerScript : MonoBehaviour {


    //player speed
    public float speed = 10f;

    //bullet prefab
    public GameObject bullet;

    //control script
    public GameControlScript control;

    //player can fire a bullet every half second
    public float bulletThreshold = 0.5f;
    float elapsedTime = 0;



	// Use this for initialization
	void Start () {}
	
	// Update is called once per frame
	void Update () {
        //keeping track of time for bullet firing
        elapsedTime += Time.deltaTime;

        //move the player sideways
        //if (transform.position.x < 7 && transform.position.x > -7)
        //{
            transform.Translate(Input.GetAxis("Horizontal") * speed * Time.deltaTime,
                0f, 0f);
       // }
        

        //spacebar fires.  The current setup calls this "Jump"
        //this was left to avoid confusion
        if (Input.GetButtonDown("Jump"))
        {
            //see if enough time has passed to fire a new bullet
            if (elapsedTime > bulletThreshold)
            {
                //fire bullet at current position
                //be sure the bullet is created in front of the player
                //so they don't collide
                Instantiate(bullet, new Vector3(transform.position.x+0.2f, transform.position.y + 1.2f,
                    -5f), Quaternion.identity);
                Instantiate(bullet, new Vector3(transform.position.x-0.2f, transform.position.y + 1.2f,
                    -5f), Quaternion.identity);

                //reset bullet firing timer
                elapsedTime = 0f;
            }
        }
	}

    //if a meteor hits the player
    void OnTriggerEnter(Collider other)
    {
        if (other.tag != tag)
        {
            Destroy(other.gameObject);
            control.PlayerDied();
            Destroy(this.gameObject);
        }
    }


}

anybody??