Transform.Translate Problems

Alright, here’s my problem, I am trying to move some pillars in my stage when the player hits E. I am using the transform.translate because at my level its about all I understand. The problem is that the pillars are flying dozens of spaces away, even weirder, its random. Sometimes it works, sometimes it breaks. I am completely lost. Heres the script I got.

static var inRange : boolean = false;
var PillarRed : GameObject;

function Update () {

if ((inRange == true) && (_MCScript.EPressed == true)) {

	PillarRed.transform.Translate (0,1,0);

} else {

	_MCScript.EPressed = false;
	
	}

}

function OnTriggerEnter (redDownSpot : Collider) {

if (redDownSpot.gameObject.tag == "Player"){

	inRange = true;

}

}

function OnTriggerExit (redDownSpot : Collider) {

if (redDownSpot.gameObject.tag == "Player"){

	inRange = false;

}

}

Well that’s the funny part. I used GetKeyDown in the Master Script so that pressing e would be universal, I use it in other parts of the game. Despite that though, EPressed stays true unless I add that last part…huh. Here’s the master script as I got it. Thanks for trying though! Hope this helps clarify the issue.

static var EPressed : boolean = false;

function Update () {

if (Input.GetKeyDown(“e”)) {

//print("KeyPress");
EPressed = true;

} else {

			Epressed = false;

			}

if ((FirePedestalScript.fireRiddleAnswered == true) && (WaterPedestalScript.waterRiddleAnswered == true) && (WindPedestalScript.windRiddleAnswered == true) && (DarkPedestalScript.darkRiddleAnswered == true) && (EarthPedestalScript.earthRiddleAnswered == true) && (LightPedestalScript.lightRiddleAnswered == true)) {

print ("Well done wise one.");

}

}