Tank Missle Colide then explode and destroy

Well I have been trying to do this for few hours now…
What I want to happen is I want the missile a sphere in the video when it collides with something I want to to explode using the simple detonator from the detonator prefab provided by unity. After that I want it to “destroy”… This is as far as I got but of course it did not work. I am very confused on how I have to set this up… Video and the code is below.

http://forum.unity3d.com/threads/120389-Tank-Game-Scripting-Fire

The code that was in the video
`
var projectilPrefab : Transform;
var powerOfShoot : float = 3000;

function Update () {
if(Input.GetButtonDown(“Jump”)){
audio.Play();

	var projectil = Instantiate(projectilPrefab, transform.position, transform.rotation);
	projectil.rigidbody.AddForce(transform.forward * powerOfShoot);
}

}
`

The code that I tried but did not succeed
`
var projectilPrefab : Transform;
var explosionPrefab : Transform;
var projectildes : Transform;
var powerOfShoot : float = 3000;

function Update () {
if(Input.GetButtonDown(“Jump”)){
audio.Play();

	var projectil = Instantiate(projectilPrefab, transform.position, transform.rotation);
	projectil.rigidbody.AddForce(transform.forward * powerOfShoot);
}

}
function OnCollisionEnter(collision : Collision) {
// Rotate the object so that the y-axis faces along the normal of the surface
var contact : ContactPoint = collision.contacts[0];
var rot : Quaternion = Quaternion.FromToRotation(Vector3.up, contact.normal);
var pos : Vector3 = contact.point;
Instantiate(explosionPrefab, pos, rot);
// Destroy the projectile
Destroy (projectildes);
}
`

Looks like you need two scripts to me. One on-gun for shooting , one on-projectile for collision.

ShootScript

var projectile : Rigidbody ;
var powerOfShoot : float = 3000 ;
 
function Update(){
   if(Input.GetButtonDown("Jump")){
      audio.Play() ;
      var clone : Rigidbody ;
      clone = Instantiate(projectile, transform.positon, transform.rotation) ;
      clone.rigidbody.AddForce(transform.forward * powerOfShoot) ;
   }
}

ProjectileScript

var explosion : Transform ;
 
function OnCollisionEnter(other : Collision){
   var contact : ContactPoint = other.contacts[0] ;
   var rot : Quaternion = Quaternion.FromToRotation(Vector3.up, contact.normal) ;
   var cloneExplode : Transform ;
   cloneExplode = Instantiate(explosion, contact.point, rot) ;
   Destroy(gameObject) ;
}