Why is my player not being found after being respawned

Here is my script:

var Distance;
var Target : GameObject;
var lookAtDistance = 25.0;
var chaseRange = 15.0;
var attackRange = 1.5;
var moveSpeed = 5.0;
var Damping = 6.0;
var attackRepeatTime = 1;
var MaxHealth = 100;
var Health : int;

var TheDammage = 40;

private var attackTime : float;

var controller : CharacterController;
var gravity : float = 20.0;
var rigidbdy : Component;
private var MoveDirection : Vector3 = Vector3.zero;

function Awake () {
    Target = Resources.Load("Player/FPScontroller 1", GameObject) as GameObject;
}

function Start ()
{
    attackTime = Time.time;
    Health = MaxHealth;
    GetComponent.<Rigidbody>().isKinematic = true;
    GetComponent.<Rigidbody>().detectCollisions = false;

}

function Update ()
{
    if(RespawnMenuV2.playerIsDead == false)
    {
        Distance = Vector3.Distance(Target.transform.position, transform.position);
		
        if (Distance < lookAtDistance)
        {
            lookAt();
        }
		
        if (Distance > lookAtDistance)
        {
            GetComponent.<Renderer>().material.color = Color.green;
        }
		
        if (Distance < attackRange)
        {
            attack();
        }
        else if (Distance < chaseRange)
        {
            chase ();
        }
    }
}


function ApplyDammage (TheDammage : int)
    {
        Health -= TheDammage;
        if(Health <= 0)
        {
            Dead();
        }
    }
function Dead()
    {
        GetComponent.<Rigidbody>().isKinematic = false;
        GetComponent.<Rigidbody>().detectCollisions = true;
        PlayerStatsV2.zombieskilled ++;
        PlayerHumanity.humanity ++;
        Destroy(this);
    }
function lookAt ()
{
	GetComponent.<Renderer>().material.color = Color.yellow;
	var rotation = Quaternion.LookRotation(Target.transform.position - transform.position);
	transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * Damping);
}

function chase ()
{
	GetComponent.<Renderer>().material.color = Color.red;
	
	moveDirection = transform.forward;
	moveDirection *= moveSpeed;
	
	moveDirection.y -= gravity * Time.deltaTime;
	controller.Move(moveDirection * Time.deltaTime);
}

function attack ()
{
	if (Time.time > attackTime)
	{
		Target.SendMessage("ApplyDammage", TheDammage);
		Debug.Log("The Enemy Has Attacked");
		attackTime = Time.time + attackRepeatTime;
	}
}

function ApplyDammage ()
{
	chaseRange += 30;
	moveSpeed += 2;
	lookAtDistance += 40;
}

I get this error loads of times:

NullReferenceException: Object reference not set to an instance of an object
AdvancedAIV2.Update () (at Assets/Zombies/AI/AdvancedAIV2.js:38)

This is the equivalent of xkcd: Wisdom of the Ancients

nevermind found a way around this