URGENT - Instantiated projectiles do not have Force

Topic: Bullets spawn from the spawn position and fall down.
Problem: My Bullets fall down when I instantiate it from a Javascript script that is attached to my gun
Theory: I might be typing something wrong or Unity3D doesn’t know how to AddForce on an instantiated bullet

var BulletPrefab : Transform; //What will be shot out
var BulletSpawn : Transform; //Place a empty game object in front of gun, this will act as Bullet Spawn
var BulletSpeed : float = 1000; // The speed in which the bullet flies
var BulletSound : AudioClip; //The sound when a bullet is fired
var ReloadTime : float = 5; //The time it takes to reload a bullet
var MagCapacity : int = 30; //The amount of bullets a magazine can hold
var MagCurrent : int = 30; //The Starting amount of bullets
var NoBulletClick : AudioClip; //The noise the gun makes when there is no more ammo
var ReloadSound : AudioClip; //The reload sound the gun makes, (Recommended it is as long as the reload time)
var IsReloading : boolean = false; //Keep this off, this makes sure that the gun cannot be shot while reloading

function Start(){ //This function makes us start with the maximum amount of bullets we are allowed and tells us that it is working

	MagCurrent = MagCapacity;
	Debug.Log(MagCurrent);
	
}

function Update(){
///////////////////////////////////--Shooting--////////////////////////////////////////////////////
    if (Input.GetKeyDown("mouse 0")  MagCurrent > 0  IsReloading == true)
		{
	
		}
	else
	if (Input.GetKeyDown("mouse 0")  MagCurrent > 0  IsReloading == false)
		{
			-- MagCurrent; //This deducts 1 from our current magazine
			audio.PlayOneShot(BulletSound); //Makes a bullet sound
			Shoot(); //Starts the function to shoot bullets	
		}
///////////////////////////////////--No Ammunition--////////////////////////////////////////////////////
	if (Input.GetKeyDown("mouse 0")  MagCurrent == 0  IsReloading == true)
		{

		}
	else
	if (Input.GetKeyDown("mouse 0")  MagCurrent == 0  IsReloading == false)
		{
			Debug.Log("No Ammunition");
			audio.PlayOneShot(NoBulletClick);
		}
///////////////////////////////////--Reloading--////////////////////////////////////////////////////
		if (Input.GetKeyDown("r")  MagCurrent < MagCapacity  IsReloading == true)
			{
			
			}
		else
		if (Input.GetKeyDown("r")  MagCurrent < MagCapacity  IsReloading == false)
			{
				Reload();
			}
	
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
function Shoot(){
	
	var Bullet = Instantiate (BulletPrefab, BulletSpawn.position, BulletSpawn.rotation);
	Bullet.rigidbody.AddForce(transform.right * BulletSpeed);
	
}

function Reload()
	{
		IsReloading = true;
		audio.PlayOneShot (ReloadSound);
		yield WaitForSeconds (ReloadTime);
		MagCurrent = MagCapacity;
		IsReloading = false;
	}

Requesting immediate help
Hastebin link: http://hastebin.com/harewacuko.cs

instead of force try velocity: Bullet.rigidbody.AddForce(transform.right * BulletSpeed);
Bullet.velocity = transform.right * BulletSpeed;
try making the number a bit higher somewhere around 100 and up should be good to start with normally it would barely move if you put a barely low number