trying to use get component with find game object: error CS0131: The left-hand side of an assignment must be a variable, a property or an indexer

So i have amy game objects here:
public GameObject GameGUI;
public GameObject redHP;
public GameObject blueHP;
public GameObject GUIElement;
public GameObject Specialobj;
public GameObject HPtext;
public GameObject SPtext;
public GameObject Ammotext;
public GameObject Cliptext;
public GameObject DownTime;

then in the start method i find and assign the game objects in the scene
(since this is a network game and I’m spawning players I have to use findgameobject and cannot directly asian into the inspector also this will make it easier later to make new characters/players)

		/// SET GUI:
		Ammotext = GameObject.FindGameObjectWithTag ("GUIElement1"); //
		Cliptext = GameObject.FindGameObjectWithTag ("GUIElement2"); //
		SPtext = GameObject.FindGameObjectWithTag ("GUIElement3"); 
		HPtext = GameObject.FindGameObjectWithTag ("GUIElement4"); 
		Specialobj = GameObject.FindGameObjectWithTag ("GUIElement5"); 
		GUIElement = GameObject.FindGameObjectWithTag ("GUIElement6"); 
		blueHP = GameObject.FindGameObjectWithTag ("GUIElement7"); 
		GameGUI = GameObject.FindGameObjectWithTag ("GameGUI"); 
		DownTime = GameObject.FindGameObjectWithTag ("DownTime"); 

		GameGUI.SetActive (true);
		DownTime.SetActive (false);

last in update i am now trying to assign the game objects to getcompoonent to assign the variables to the GUI element here i run into problems.

error CS0131: The left-hand side of an assignment must be a variable, a property or an indexer
for all these lines (no idea why when they are defined as a game object in START)

	blueHP.GetComponent<Image>().fillAmount = currentHealth; // 100 == fill;
		Specialobj.GetComponent<Image>().fillAmount = Special; // 100 == fill;
		Ammotext.GetComponent<Text> = Ammo.ToString ();
		Cliptext.GetComponent<Text> = clips.ToString ();
		HPtext.GetComponent<Text> = currentHealth.ToString ();
		SPtext.GetComponent<Text> = Ammotext.ToString ();

//still working on this :smiley:
full script:

using UnityEngine;
using System.Collections;
using UnityEngine.Networking;
using UnityEngine.UI;

public class PlayerControll : NetworkBehaviour {

	private float turnspeed = 23;
	private float FireRate  = 0.03f;
	public float thrustSpeed = 12;
	public float BoosterSpeed = 16;
	public static float Special = 0;
	public static float Ammo;
	public static float Maxammo = 650;
	public static float clips = 3;

	[SyncVar(hook = "OnChangeHealth")] public int currentHealth = maxHealth;
	public const int maxHealth = 100;

	public GameObject MachGuns;
	public GameObject Explosion;
	public Transform GunsSpawn;
	public AudioClip GunSound;
	private GameObject[] Spawnpoints;
	public GameObject Spawnpoint;

	public ParticleSystem Thruster;
	public ParticleSystem Thruster2;

	public GameObject GameGUI;
	public GameObject redHP;
	public GameObject blueHP;
	public GameObject GUIElement;
	public GameObject Specialobj;
	public GameObject HPtext;
	public GameObject SPtext;
	public GameObject Ammotext;
	public GameObject Cliptext;
	public GameObject DownTime;

	int index;

	//-------------------------------------------------------------------------------------------

	// Use this for initialization
	void Start () {
		
			// make sure their are carriers.
			Spawnpoints = GameObject.FindGameObjectsWithTag("EarthAI2"); 
			index = Random.Range (0, Spawnpoints.Length);
			Spawnpoint = Spawnpoints [index];
			Spawnpoint = Spawnpoints [index];
			this.transform.position = Spawnpoint.transform.position;
			//PUT PLAYER AT CARRIER WHEN SPAWN.

				if (Ammo == 0) {
					Ammo = Maxammo;
				}

		/// SET GUI:
		Ammotext = GameObject.FindGameObjectWithTag ("GUIElement1"); //
		Cliptext = GameObject.FindGameObjectWithTag ("GUIElement2"); //
		SPtext = GameObject.FindGameObjectWithTag ("GUIElement3"); 
		HPtext = GameObject.FindGameObjectWithTag ("GUIElement4"); 
		Specialobj = GameObject.FindGameObjectWithTag ("GUIElement5"); 
		GUIElement = GameObject.FindGameObjectWithTag ("GUIElement6"); 
		blueHP = GameObject.FindGameObjectWithTag ("GUIElement7"); 
		GameGUI = GameObject.FindGameObjectWithTag ("GameGUI"); 
		DownTime = GameObject.FindGameObjectWithTag ("DownTime"); 

		GameGUI.SetActive (true);
		DownTime.SetActive (false);

	}
	//-------------------------------------------------------------------------------------------

	// Update is called once per frame
	void Update () {

		blueHP.GetComponent<Image>().fillAmount = currentHealth; // 100 == fill;
		Specialobj.GetComponent<Image>().fillAmount = Special; // 100 == fill;
		Ammotext.GetComponent<Text> = Ammo.ToString ();
		Cliptext.GetComponent<Text> = clips.ToString ();
		HPtext.GetComponent<Text> = currentHealth.ToString ();
		SPtext.GetComponent<Text> = Ammotext.ToString ();

		if (Ammo < 1) {
			clips -= 1;
			Ammo += Maxammo;
		}

		///GUI CONTROLL

		//-------------------------------------------------------------------------------------------
		// INPUT GET AXIS CONTROLL
float horizontal = Input.GetAxis ("Horizontal") * turnspeed;
		float vertical = Input.GetAxis ("Vertical") * turnspeed;
		horizontal *= Time.deltaTime;
		vertical *= Time.deltaTime;
		transform.Rotate (Vector3.up, horizontal);
		transform.Rotate (Vector3.right, vertical);

        if (Input.GetButtonDown ("Fire1")) {
            if (FireRate < 0.01f && Ammo >0) {
                CmdFire ();
                FireRate = 0.03f; // resetfirerate
                Ammo -= 1;
            }
        }

			if (Input.GetButton ("Boost")) {
				transform.Translate (Vector3.forward * BoosterSpeed * Time.deltaTime);
				Thruster.startLifetime = 4f;
				Thruster2.startLifetime = 4f;
			}

			if (Input.GetButtonUp ("Boost")) {
				transform.Translate (Vector3.forward * BoosterSpeed * Time.deltaTime);
				Thruster.startLifetime = 1f;
				Thruster2.startLifetime = 1f;
			}

		//firate controll:
		FireRate -= 0.01f;
	}
// [ ... snip ...]
}

You’re missing parenthesis and not assigning a variable.

Ammotext.GetComponent<Text> = Ammo.ToString ();  // ERROR
Ammotext.GetComponent<Text>().text = Ammo.ToString (); // OK

I bet it took you more effort to write that wall of text for the question, than it took me to check for syntax errors X3

Srsly, spend 5 minutes debugging your code before posting a question. :3