Acessing a script that is used twice once on a parent and the other on the child?

I am trying to access the MouseLook Script attached to the Main Camera to stop the movement while an inventory screen is up. I am able to access the one attached to the first person controller but not the one attached to the Main Camera. I even tried to make a copy of the script under a different name but no luck. It tells me it is not valid when I try to access it like I do the MouseLook attached to the First Person Controller. Here is the example of the original MouseLook Script.

using UnityEngine;
using System.Collections;

/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
///   -> A CharacterMotor and a CharacterController component will be automatically added.

/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {

	public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
	public RotationAxes axes = RotationAxes.MouseXAndY;
	public float sensitivityX = 15F;
	public float sensitivityY = 15F;

	public float minimumX = -360F;
	public float maximumX = 360F;

	public float minimumY = -60F;
	public float maximumY = 60F;

	float rotationY = 0F;

	void Update ()
	{
		if (axes == RotationAxes.MouseXAndY)
		{
			float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
			
			rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
			rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
			
			transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
		}
		else if (axes == RotationAxes.MouseX)
		{
			transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
		}
		else
		{
			rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
			rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
			
			transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
		}
	}
	
	void Start ()
	{
		// Make the rigid body not change rotation
		if (rigidbody)
			rigidbody.freezeRotation = true;
	}
}

Here is the code I am using to access the script. Keep in mind I have made a copy of the script and renamed it to Mouse.

#pragma strict
//Private variables
private var InventoryOn = false;
private var scrollBarChopGrid : Vector2 = Vector2.zero;
private var GridValue : float = -1;

//Gui Pos/Size
var ClosePosition : Vector2 = new Vector2(312,5);
var CloseSize : Vector2 = new Vector2(35,35);
var NamePosition : Vector2 = new Vector2(13,13);
var NameSize : Vector2 = new Vector2(250,250);
var GridPosition : Vector2 = new Vector2(10,2);
var GridSize : Vector2 = new Vector2(323,410);
var ScrollPosition : Vector2 = new Vector2(0,95);
var ScrollSize : Vector2 = new Vector2(353,257);
var WindowPosition : Vector2 = new Vector2(0,0);
var WindowSize : Vector2 = new Vector2(360,360);
var DragWindowPosition : Rect = Rect(0, 0, WindowSize.x, WindowSize.y);

//Textures
var InventoryWindow : Texture;
var CloseIcon : Texture;
var Grids : Texture[];





function Start () {

}

function Update () 
{
	//On or Off
	if (Input.GetKeyUp ("i"))
	{
		if (InventoryOn == false)
		{
			InventoryOn = true;
			Screen.lockCursor = false; // unlock the mouse
			var mouseLook = GetComponent(MouseLook); //getting mouselook script and disabling it
  			mouseLook.enabled = false;
  			var mouseLook2 = GetComponentInChildren(MouseLook); //getting FPS (movement) script and disabling it
  			mouseLook2.enabled = false;
  			var motor = GetComponent(CharacterMotor); //getting FPS (movement) script and disabling it
  			motor.enabled = false;
  			
		}
		else if (InventoryOn == true)
		{
			InventoryOn =false;
			Screen.lockCursor = true;
			mouseLook = GetComponent(MouseLook); //getting mouselook script and reenabling it
			mouseLook.enabled = true;
			mouseLook2 = GetComponentInChildren(MouseLook); //getting FPS (movement) script and disabling it
  			mouseLook2.enabled = true;
  			motor = GetComponent(CharacterMotor); //getting FPS (movement) script and disabling it
  			motor.enabled = true;
  			scrollBarChopGrid.y = 0;
  			DragWindowPosition.x = 10;
  			DragWindowPosition.y = 10;
		}
	}
	
}

function OnGUI()
{
	if (InventoryOn == true)
	{
		DragWindowPosition = GUI.Window(0, DragWindowPosition, DoMyWindow, "");
	}
}

function DoMyWindow(windowID : int)
{
	if (InventoryOn == true)
	{
		GUI.BeginGroup(new Rect(WindowPosition.x, WindowPosition.y, WindowSize.x, WindowSize.y), InventoryWindow);
			//Name
			GUI.Label(Rect(NamePosition.x, NamePosition.y, NameSize.x, NameSize.y),"Your Inventory");
			//Close Button
			if (GUI.Button(Rect(ClosePosition.x, ClosePosition.y, CloseSize.x, CloseSize.y),CloseIcon))
			{
				InventoryOn = false;
				Screen.lockCursor = true;
				var mouseLook = GetComponent(MouseLook);
				mouseLook.enabled = true;
				//var fps = GetComponent(FPSInputController);
  				//fps.enabled = true;
  				var motor = GetComponent(CharacterMotor); //getting FPS (movement) script and disabling it
  				motor.enabled = true;
			}
			//Scroll Bar
			scrollBarChopGrid = GUI.BeginScrollView(Rect (ScrollPosition.x, ScrollPosition.y, ScrollSize.x, ScrollSize.y), scrollBarChopGrid, Rect(0,0,0,420));
				GridValue = GUI.SelectionGrid(Rect(GridPosition.x, GridPosition.y , GridSize.x, GridSize.y), GridValue, Grids, 5); 
			GUI.EndScrollView();
			
			//Dragable window
			GUI.DragWindow (Rect (WindowPosition.x, WindowPosition.y, 10000, 40));
		GUI.EndGroup();
	}
}

Just in case it matters here is the renamed script.

using UnityEngine;
using System.Collections;

/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
///   -> A CharacterMotor and a CharacterController component will be automatically added.

/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse")]
public class Mouse: MonoBehaviour {

	public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
	public RotationAxes axes = RotationAxes.MouseXAndY;
	public float sensitivityX = 15F;
	public float sensitivityY = 15F;

	public float minimumX = -360F;
	public float maximumX = 360F;

	public float minimumY = -60F;
	public float maximumY = 60F;

	float rotationY = 0F;

	void Update ()
	{
		if (axes == RotationAxes.MouseXAndY)
		{
			float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
			
			rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
			rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
			
			transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
		}
		else if (axes == RotationAxes.MouseX)
		{
			transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
		}
		else
		{
			rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
			rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
			
			transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
		}
	}
	
	void Start ()
	{
		// Make the rigid body not change rotation
		if (rigidbody)
			rigidbody.freezeRotation = true;
	}
}

Anyone know if I am doing something wrong or if there is another way for me to access it. I have tried both GetComponent and GetComponentInChild.

is your camera a child of the component this script is currently on? if not you will need to find the camera and then find the component/script.

var camera = GameObject.Find("Main Camera");
camera.GetComponent(Mouselook).enabled = false;

I tried this and it still gives me an error “BCE0005: Unknown Identifier: “MouseLook””

It can find the one on the first person controller but not the one on the main camera.

No matter how I rename it or anything it gives me this same result. If I put a different script name in there it understands it and gives me no error.

Does it have anything to do with it being used by two different game objects and having the same name?

Almost forgot this is the new code with the suggested changes that still is not working

#pragma strict
//Private variables
private var InventoryOn = false;
private var scrollBarChopGrid : Vector2 = Vector2.zero;
private var GridValue : float = -1;

//Gui Pos/Size
var ClosePosition : Vector2 = new Vector2(312,5);
var CloseSize : Vector2 = new Vector2(35,35);
var NamePosition : Vector2 = new Vector2(13,13);
var NameSize : Vector2 = new Vector2(250,250);
var GridPosition : Vector2 = new Vector2(10,2);
var GridSize : Vector2 = new Vector2(323,410);
var ScrollPosition : Vector2 = new Vector2(0,95);
var ScrollSize : Vector2 = new Vector2(353,257);
var WindowPosition : Vector2 = new Vector2(0,0);
var WindowSize : Vector2 = new Vector2(360,360);
var DragWindowPosition : Rect = Rect(0, 0, WindowSize.x, WindowSize.y);

//Textures
var InventoryWindow : Texture;
var CloseIcon : Texture;
var Grids : Texture[];





function Start () {

}

function Update () 
{
	//On or Off
	if (Input.GetKeyUp ("i"))
	{
		if (InventoryOn == false)
		{
			InventoryOn = true;
			Screen.lockCursor = false; // unlock the mouse
			var mouseLook = GetComponent(MouseLook); //getting mouselook script and disabling it
  			mouseLook.enabled = false;
  			var camera = GameObject.Find("Main Camera");
			camera.GetComponent(Mouselook).enabled = false;
  			var motor = GetComponent(CharacterMotor); //getting FPS (movement) script and disabling it
  			motor.enabled = false;
  			
		}
		else if (InventoryOn == true)
		{
			InventoryOn =false;
			Screen.lockCursor = true;
			mouseLook = GetComponent(MouseLook); //getting mouselook script and reenabling it
			mouseLook.enabled = true;
			camera = GameObject.Find("Main Camera");
			camera.GetComponent(Mouselook).enabled = false;
  			motor = GetComponent(CharacterMotor); //getting FPS (movement) script and disabling it
  			motor.enabled = true;
  			scrollBarChopGrid.y = 0;
  			DragWindowPosition.x = 10;
  			DragWindowPosition.y = 10;
		}
	}
	
}

function OnGUI()
{
	if (InventoryOn == true)
	{
		DragWindowPosition = GUI.Window(0, DragWindowPosition, DoMyWindow, "");
	}
}

function DoMyWindow(windowID : int)
{
	if (InventoryOn == true)
	{
		GUI.BeginGroup(new Rect(WindowPosition.x, WindowPosition.y, WindowSize.x, WindowSize.y), InventoryWindow);
			//Name
			GUI.Label(Rect(NamePosition.x, NamePosition.y, NameSize.x, NameSize.y),"Your Inventory");
			//Close Button
			if (GUI.Button(Rect(ClosePosition.x, ClosePosition.y, CloseSize.x, CloseSize.y),CloseIcon))
			{
				InventoryOn = false;
				Screen.lockCursor = true;
				var mouseLook = GetComponent(MouseLook);
				mouseLook.enabled = true;
				//var fps = GetComponent(FPSInputController);
  				//fps.enabled = true;
  				var motor = GetComponent(CharacterMotor); //getting FPS (movement) script and disabling it
  				motor.enabled = true;
			}
			//Scroll Bar
			scrollBarChopGrid = GUI.BeginScrollView(Rect (ScrollPosition.x, ScrollPosition.y, ScrollSize.x, ScrollSize.y), scrollBarChopGrid, Rect(0,0,0,420));
				GridValue = GUI.SelectionGrid(Rect(GridPosition.x, GridPosition.y , GridSize.x, GridSize.y), GridValue, Grids, 5); 
			GUI.EndScrollView();
			
			//Dragable window
			GUI.DragWindow (Rect (WindowPosition.x, WindowPosition.y, 10000, 40));
		GUI.EndGroup();
	}
}