Unexpected token: targetPos

I get an error where my TOKEN is wrong, and I would really like too know what a token is :P. (Noob Here) So if you could help me that would be nice ^^

function (CalculateAimPosition targetPos = Vector3)

{

   var aimPoint = Vector3(targetPos.x + aimError, targetPos.y + aimError, targetPos.z + aimError);

   desiredRotation = Quaternion.LookRotation(aimPoint);

};

Try :

function CalculateAimPosition (targetPos:Transform)
{
    var aimPoint = Vector3(targetPos.x + aimError, targetPos.y + aimError, targetPos.z + aimError);
 
    desiredRotation = Quaternion.LookRotation(aimPoint);
}

EDIT : here is the entire script :

var myProjectile : GameObject;
var reloadTime : float = 1f;
var turnSpeed : float = 5f;
var firePauseTime : float = .25f;
var muzzleEffect : GameObject;
var errorAmount : float = 0.01f;
var myTarget : Transform;
var turretBall: Transform;
var muzzlePositions : Transform;
var targetPos : Transform;

private var nextFireTime : float;
private var nextMoveTime : float;
private var desiredRotation : Quaternion;
private var aimError : float;

function Start () {

}

function Update () {

    if(myTarget)
    {
        if(Time.time >= nextMoveTime)
        {
            CalculateAimPosition(myTarget.position);
            turretBall.rotation = Quaternion.Lerp(turretBall.rotation.desiredRotation.time.deltaTime * turnSpeed);
        }
        if(Time.time >= nextFireTime)
        {
            FireProjectile();
        }
    }
}

function OnTriggerEnter (other : Collider) {
    if (other.gameObject.tag == "Enemy")
    {
        nextFireTime = Time.time + (reloadTime * 0.5);
        myTarget = other.gameObject.transform;
    }
}

function OnTriggerExit (other : Collider){
    if(other.gameObject.transform == myTarget)
    {
        myTarget = null;
    }
}

function CalculateAimPosition (targetPos : Vector3) {
    var aimPoint = Vector3(targetPos.x + aimError, targetPos.y + aimError, targetPos.z + aimError);
    desiredRotation = Quaternion.LookRotation(aimPoint);
}

function CalculateAimError {
    aimError = Random.Range(-errorAmount, errorAmount);
}

function FireProjectile {
    audio.Play();
    nextFireTime = Time.time + reloadTime;
    nextMoveTime = Time.time + firePauseTime;
    CalculateAimError();

    for(theMuzzlePos in muzzlePositions)
    {
        Instantiate(myProjectile, theMuzzlePos.position, theMuzzlePos.rotation);
        Instantiate(muzzleEffect, theMuzzlePos.position, theMuzzlePos.rotation);
    }
}