Why won't my script disable the enemy scripts?

My enemy script I wrote is supposed to disable scripts on enemies that spawn in waves. Only the original enemy that is pre-spawned in the level is affected by the script. All other enemies continue to loose health and none of their scripts are changed.

var Health = 100;
var enemyComp : GameObject;

function Start ()
{
//GameObject.Find(“EnemyBasic”).GetComponent(AI_Advanced).enabled=true;
}

function Update ()
{
if(Health <= 0)
{
Dead();
}
}

function ApplyDammage (TheDammage : int)
{
Health -= TheDammage;
if(Health <= 0)
{
Dead();
}

}

function Dead()
{
//enemyComp.enable = false;
GameObject.Find(“EnemyBasic”).GetComponent(AI_Advanced).enabled = false;
GameObject.Find(“EnemyBasic”).GetComponent(MeshRenderer).enabled = false;
GameObject.Find(“EnemyBasic”).GetComponent(CharacterController).enabled = false;
gameObject.tag = “enemy”;
}

When you instanciate an object they usually change the name for “TheName (Clone)”, in your case: “EnemyBasic (Clone)”.
So I recommend use tag instead of the name. Or after instanciate, change the object’s name to “EnemyBasic”.