Having to use the inspector during run time

I have a little problem, I have a script that tells unity if i walk on a part of the ground, the enemy’s scripts that are disabled will be enabled again. In the inspector i have to add the enemy to 2 slots but when i play it resets to none and i have to add the enemy during run time, Is there any way to make it stay and not reset to none?
Here’s my script just in case:

var enemyAIScript : EnemyAI;

var enemyAttackScript : EnemyAttack;

function Start()
{

 enemyAIScript=gameObject.GetComponent.<EnemyAI>();
 enemyAttackScript=gameObject.GetComponent.<EnemyAttack>();

}

function OnControllerColliderHit(hit:ControllerColliderHit)
{

if(hit.gameObject.tag == “Instantiate enemy”)

{
        enemyAIScript.enabled = true;
        enemyAttackScript.enabled = true;
}

}

Ok, so remove the two lines in this script found in the Start()

 enemyAIScript=gameObject.GetComponent.<EnemyAI>();
 enemyAttackScript=gameObject.GetComponent.<EnemyAttack>();

Since you already dragged the components you don’t need to look for them. Also, you are looking for them on the same game object.
If you still want to look for them during run time, you must look for the GameObject that has these script attached.

For instance, if you have a GameObject named: “MightyEnemy”.

Do this in the player script above

function Start()
{
  StartCoroutine(Initialize());
}

function Initialize()
{
  var enemyGO : GameObject;

  yield;

  enemyGO = gameObject.Find("MightyEnemy");

  if ( enemyGO )
  {
    enemyAIScript=enemyGO.GetComponent.<EnemyAI>();
    enemyAttackScript=enemyGO.GetComponent.<EnemyAttack>();
  }
  else
    Debug.LogError("There is no GameObject named 'MightEnemy'");
}