Why can't I disable mouse look

I get an error, “Object Reference not set to an instance of an object”. I though that this meant It wasn’t assigned so I had it find the Weapon. Then It gave me the same error with the mouse look so I had it find the Mouse where it found the weapon. I’m not sure why it is not working, it can find the weapon though.
PS sorry if I did a bad job explaining the problem

#pragma strict
var lookAround01 : MouseLook;
var lookAround02 : MouseLook;
var charController : CharacterController;
var maxDistance = 1.5;
var Weapon : GameObject;


function Start ()
{
//It used to be found here
//	lookAround01 = gameObject.GetComponent(MouseLook);
//	lookAround02 = GameObject.Find("MainCamera").GetComponent(MouseLook);
//	charController = gameObject.GetComponent(CharacterController);
}

function Update ()
{	
	if (Input.GetMouseButtonDown(0) && !Player_v2.dead)
	{
		Weapon.animation.Play("Attack");
	}
}

function Attack (Weapon:GameObject)
{
	var hit : RaycastHit;
	var ray : Ray = Camera.main.ScreenPointToRay(Vector3(Screen.width*.5, Screen.height*.5, 0));
	if (Physics.Raycast (ray, hit, maxDistance))
	{
           //This is where I moved it
		lookAround01 = gameObject.GetComponent(MouseLook);
		lookAround02 = GameObject.Find("MainCamera").GetComponent(MouseLook);
		charController = gameObject.GetComponent(CharacterController);
		Weapon = gameObject.Find("Capsule");
		Debug.Log("Hit");
		Weapon.animation.Play("Stuck");
		lookAround01.enabled = false;
		lookAround02.enabled = false;
		charController.enabled = false; 
		yield WaitForSeconds(2);
		lookAround01.enabled = true;
		lookAround02.enabled = true;
		charController.enabled = true;
	}
}

Try changing the lookAround01 = gameObject.GetComponent(MouseLook);
to

lookAround01 = GameObject.GetComponent(MouseLook);

I fixed my own mistake. The way it was set up it was looking for a mouse look component of the weapon. I made a variable

var Player : GameObject;

Then in the start function I added

Player = gameObject.Find("Player");

Then for the mouse look and character controller, instead of

gameObject.GetComponent

I used

Player.GetComponent.