Why is my collider not sending damage?

OK I have my mouse trap set up just like everything else but it’s not working?

static var enemyHit : boolean =false;	// toggle for attack mode
static var damageAmount:int;    // hold player damage amount

function OnTriggerEnter ( other : Collider ) {										// trigger events for collider on foot
	if ( other.tag == "enemy" ) 													// if collider equals enemy object
	{
		enemyHit = true;															// enable attacking 
		damageAmount = other.GetComponent ( EnemyController ).damageAmount;			// take damage to player health
		yield WaitForSeconds ( 1 );													// wait a second before checking for another hit
	}
	else if ( other.tag == "robot" ) 													// if collider equals enemy object
	{
		enemyHit = true;															// enable attacking 
		damageAmount = other.GetComponent ( AiPatrol ).damageAmount;				// take damage to player health
		yield WaitForSeconds ( 1 );													// wait a second before checking for another hit
	}
	else if ( other.tag == "mouseTrap" ) 											// if collider equals enemy object
	{
		enemyHit = true;															// enable attacking 
		damageAmount = other.GetComponent ( MouseTrap ).damageAmount;				// take damage to player health
		yield WaitForSeconds ( 1 );													// wait a second before checking for another hit
		print ("Player was hurt by a Mouse Trap");
	}

}
function OnTriggerExit  ( other : Collider ) {										// check for collider exiting
	if ( other.tag == "enemy" )														// if tag enemey exits
	{
		enemyHit = false;															// disable enemy hit ability
	}
	else if ( other.tag == "robot" )														// if tag enemey exits
	{
		enemyHit = false;															// disable enemy hit ability
	}
	else if ( other.tag == "mouseTrap" )														// if tag enemey exits
	{
		enemyHit = false;															// disable enemy hit ability
	}
}

I figured maybe it might help to see this also
Mouse Trap Script

var mouseTrapSnap 						: AudioClip;								// Assign Mouse Trap Snap Audio
var playerHit	 						: boolean 		= false;					// enable player hit
var damageAmount 						: int 			= 25;


function Start () {
	animation.wrapMode 				= WrapMode.Once;	// set play animation mode to once
	
	animation [ "snap" ].wrapMode 	= WrapMode.Once;	// set animation to play once
}


function OnTriggerEnter ( other : Collider ) {			// if collision with player
	//var   controller : CharacterController = GetComponent(CharacterController);
	if ( other.tag == "Player" )
			{
			//Play Mouse Trap Snap Sound
			audio.PlayClipAtPoint ( mouseTrapSnap, transform.position );
			yield WaitForSeconds (0.2);
			//Play Mouse Trap Snap Animation
			animation.Play ( "snap" );
			}
	else if ( other.tag == "push" )
			{
			//Play Mouse Trap Snap Sound
			audio.PlayClipAtPoint ( mouseTrapSnap, transform.position );
			yield WaitForSeconds (0.2);
			//Play Mouse Trap Snap Animation
			animation.Play ( "snap" );
			//Destroys Character Controller);
			//Destroy(controller);
       		//dissable Collider by Destroying it
			Destroy(collider);
			}
}

function OnTriggerExit ( other : Collider ) {
	//var   controller : CharacterController = GetComponent(CharacterController);
	if ( other.tag == "Player" )
			{
			yield WaitForSeconds (0.2);
			//Destroys Character Controller);
       		//Destroy(controller);
       		//dissable Collider by Destroying it
			Destroy(collider);
			}
	
}

Wait, you are saying the trap animation plays… OK, so
I would put it all in one, like:

var playerHit : boolean = false; // enable player hit var damageAmount : int = 25;

function Start () 
{ animation.wrapMode = WrapMode.Once; // set play animation mode to once

animation [ "snap" ].wrapMode   = WrapMode.Once; // set animation to play once

}

function OnTriggerEnter ( other : Collider ) { // if collision with player 

if ( other.tag == "Player" ) { //Play Mouse Trap Snap Sound 
audio.PlayClipAtPoint ( mouseTrapSnap, transform.position );
 yield WaitForSeconds (0.2); //Play Mouse Trap Snap Animation 
animation.Play ( "snap" ); 

var otherScript = other.GetComponent(PlayerScript); // access player from trap

otherScript.damageAmount += damageAmount;
otherScript.enemyHit = true;


}
else if ( other.tag == "push" ) { //Play Mouse Trap Snap Sound 
audio.PlayClipAtPoint ( mouseTrapSnap, transform.position );
 yield WaitForSeconds (0.2); //Play Mouse Trap Snap Animation 
animation.Play ( "snap" );
 } }

function OnTriggerExit ( other : Collider ) {
 if ( other.tag == "Player" ) {  
 Destroy(collider); }

}

The mouseTrap prefab has a well sized collider, and it is tagged as “mouseTrap”? one part rhetorical question, one part not.

If the trigger is being entered by the trap, then you could always call the other object from that same function, as in :

var otherScript = other.GetComponent(PlayerScript);
otherScript.damageAmount += damageAmount;