type "unityengine.component" does not support slicing?

Hi, im doing a survival game and im trying to configure a zombie or enemy but the code which i am using doesnt work, it is from older versions of unity and im working with unity 5, this appears : type “unityengine.component” does not support slicing. Here is my code

var VelMov : float;
var gravity : float = 9.8;

private var DistanciaCont : float;
var DistEnem : float = 0.5;

private var contador = 0.0;

//Animaciones

var IdleAnim : AnimationClip;
var RunAnim : AnimationClip;
var GuardAnim : AnimationClip;
var AttackAnim : AnimationClip;

var MuerteAnim : AnimationClip;

function Start ()
{
//wrapMode puede ser: Once, Loop, PingPong, Default o ClampForever
animation[IdleAnim.name].speed = 1;
animation[IdleAnim.name].wrapMode = WrapMode.Loop;

animation[RunAnim.name].speed = 1;
animation[RunAnim.name].wrapMode = WrapMode.Loop;

animation[GuardAnim.name].speed = 1;
animation[GuardAnim.name].wrapMode = WrapMode.Loop;

animation[AttackAnim.name].speed = 1;
animation[AttackAnim.name].wrapMode = WrapMode.Once;

animation[MuerteAnim.name].speed = 1;
animation[MuerteAnim.name].wrapMode = WrapMode.ClampForever;

RotInic = transform.rotation;

animation.Play(IdleAnim.name);

if (Target == null)
{
Target = GameObject.FindGameObjectWithTag(“Player”);
}

}

function Update ()
{

var controller : CharacterController = GetComponent(CharacterController);

if (Estado == 0)
{
//Acción
//Cambio de Estado y Activar siguiente animación.
//Se cambia mediante un disparador externo.
}
if (Estado == 1) //Perseguir
{
//Acción
//Girar y avanzar.
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Target.transform.position - transform.position), RotSpeed * Time.deltaTime);
transform.rotation.x = RotInic.x;
transform.rotation.z = RotInic.z;
//Cambio de Estado y Activar siguiente animación.

  controller.Move(transform.forward * VelMov * Time.deltaTime);
  //Aplicar gravedad
  controller.Move(transform.up * -gravity * Time.deltaTime);
  
  //Cambio de Estado y Activar siguiente animación.

  DistanciaCont = Vector3.Distance(Target.transform.position, transform.position);
  if (DistanciaCont <= DistEnem)
  {
     Estado = 2;
     animation.CrossFade(GuardAnim.name);
  }

}
if (Estado == 2) //Guardia
{
//Acción
//Cambio de Estado y Activar siguiente animación.
DistanciaCont = Vector3.Distance(Target.transform.position, transform.position);
if (DistanciaCont > DistEnem)
{
Estado = 1; //Pasa al estado de perseguir.
animation.CrossFade(RunAnim.name);
}else{
Estado = 3;//Pasa al estado de Atacar.
contador = Time.time + (animation[AttackAnim.name].clip.length * 1.2);
//El tiempo actual + (el tiempo de la animación y un pelín más)
animation.Play(AttackAnim.name);
}
}
if (Estado == 3) // Atacar
{
//Acción

  //Cambio de Estado y Activar siguiente animación.
  if (Time.time > contador)
  {
     Estado = 2;
     animation.CrossFade(GuardAnim.name, 2.0f);
  }

}

}

function Muerte ()
{
Estado =9;
animation.Play (MuerteAnim.name);
}

function DoActivateTrigger ()
{
Estado = 1;
animation.CrossFade(RunAnim.name);
}

function DoDesactivateTrigger ()
{
Estado = 0; //cambiar a al estado de Inactivo
animation.Play(IdleAnim.name);
}

Im not sure where is the problem and i dont know how can i solve it, can you help me? as fast as you can, thank you!!