Turning script not enabling/disabling?

A player gameobject enters a trigger, disables the acceleration script, enables the turning script and when the player exits the trigger, the scripts return to their original setting. The only problem is, when the player enters the trigger, only the acceleration script disables. The turning script doesn’t enable.

Here’s my scripts.

TriggerScripts.js

#pragma strict

var moveScript : MoveForward; 
var rotScript : CornerRotator;
 
function OnTriggerEnter(collider : Collider){
    if (collider.tag == "Trig"){
  		moveScript = GetComponent(MoveForward);
  		moveScript.enabled = false;
  		rotScript = GetComponent(CornerRotator);
		rotScript.enabled = true;
  		print("Enter");
	}
}
function OnTriggerExit(collider : Collider){
    if (collider.tag == "Trig"){
  		moveScript = GetComponent(MoveForward); 
  		moveScript.enabled = true;
  		rotScript = GetComponent(CornerRotator);
		rotScript.enabled = false;
  		print("Exit");
	}
}

CornerRotator.js

#pragma strict

var speed : float;

function Update () {
	transform.Rotate(0, speed, 0);
}

I keep getting

NullReferenceException: Object reference not set to an instance of an object (line : 11)

when the object enters the trigger. What am I doing wrong???

if the two scripts are on the same game object try typing gameObject.GetComponent(); insted of just typing GetComponent();

var moveScript : MoveForward; 
var rotScript : CornerRotator;
 
function OnTriggerEnter(collider : Collider){
    if (collider.tag == "Trig"){
     moveScript = gameObject.GetComponent(MoveForward);
     moveScript.enabled = false;
     rotScript = gameObject.GetComponent(CornerRotator);
       rotScript.enabled = true;
     print("Enter");
    }
}
function OnTriggerExit(collider : Collider){
    if (collider.tag == "Trig"){
     moveScript = gameObject.GetComponent(MoveForward); 
     moveScript.enabled = true;
     rotScript = gameObject.GetComponent(CornerRotator);
       rotScript.enabled = false;
     print("Exit");
    }
}