Mouse look script help

I'm using the MouselookPlus script I got here : http://www.unifycommunity.com/wiki/index.php?title=MouseLookPlus so that I can use a javascript version. however I got this error:

BCE0017: The best overload for the method 'UnityEngine.Quaternion.AngleAxis(float, UnityEngine.Vector3)' is not compatible with the argument list '(UnityEngine.Vector3, float)'.

What does that mean? I did try to edit out the keypress options as the instructions say but i just commented them out instead of deleting them. here is the script with my edits.

/// This is a modified javascript conversion of the Standard Assets MouseLook script.
/// Also added is functionallity of using a key to look up, down, left and right in addition to the Mouse.
/// Everything is on by default. You will want to turn off/on stuff depending on what you're doing.

/// You can also modify the script to use the KeyLook functions to control an object's rotation.
/// Try using MouseXandY on an object. Actually it works as is but you'll want to clean it up ;)

/// As of this version the key and mouse fight if used at the same time (ie up key and down mouse jitters).

/// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character:
/// - Create a capsule.
/// - Add a rigid body to the capsule
/// - Add the MouseLookPlus script to the capsule.
///   -> Set the script's Axis to MouseX in the inspector. (You want to only turn character but not tilt it)
/// - Add FPSWalker script to the capsule

/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add the MouseLookPlus script to the camera.
///   -> Set the script's Axis to MouseY in the inspector. (You want the camera to tilt up and down like a head. The character already turns.)

/// - Name an Input element LookUp and assign positive and negative keys to look up and down by key
/// - Name an Input element LookAround and assign positive and negative keys to look left and right by key

    enum Axes {MouseXandY, MouseX, MouseY}
    var Axis : Axes = Axes.MouseXandY;

    var sensitivityX = 15.0;
    var sensitivityY = 15.0;

    var minimumX = -360.0;
    var maximumX = 360.0;

    var minimumY = -60.0;
    var maximumY = 60.0;

    var rotationX = 0.0;
    var rotationY = 0.0;

    var lookSpeed = 2.0;

    function Update ()
    {
        if (Axis == Axes.MouseXandY)
        {
            // Read the mouse input axis
            rotationX += Input.GetAxis("Mouse X") * sensitivityX;
            rotationY += Input.GetAxis("Mouse Y") * sensitivityY;

            // Call our Adjust to 360 degrees and clamp function
            Adjust360andClamp();

            // Most likely you wouldn't do this here unless you're controlling an object's rotation.
            // Call our look left and right function.
            //KeyLookAround();

            // Call our look up and down function.
            //KeyLookUp();

            // If the user isn't pressing a key to look up, transform our X angle to the mouse.
            if (!Input.GetAxis("LookAround"))
            {
                // If you don't want to allow a key to affect X, keep this line but take it out of the if
                transform.localRotation = Quaternion.AngleAxis (Vector3.up, rotationX);
            }

            // If the user isn't pressing a key to look up, transform our Y angle to the mouse.
            if (!Input.GetAxis("LookUp"))
            {
                // Multiply the Quaterion so we don't loose our X we just transformed
                // If you don't want to allow a key to affect Y, keep this line but take it out of the if
                transform.localRotation *= Quaternion.AngleAxis (Vector3.left, rotationY);
            }
        }
        else if (Axis == Axes.MouseX)
        {
            // Read the mouse input axis
            rotationX += Input.GetAxis("Mouse X") * sensitivityX;

            // Call our Adjust to 360 degrees and clamp function
            Adjust360andClamp();

            // if you're doing a standard X on object Y on camera control, you'll probably want to
            // delete the key control in MouseX. Also, take the transform out of the if statement.
            // Call our look left and right function.
            //KeyLookAround();

            // Call our look up and down function.
            //KeyLookUp();

            // If the user isn't pressing a key to look up, transform our X angle to the mouse.
            if (!Input.GetAxis("LookAround"))
            {
                //If you don't want to allow a key to affect X, keep this line but take it out of the if
                transform.localRotation = Quaternion.AngleAxis (Vector3.up, rotationX);
            }

        }
        else
        {
            // Read the mouse input axis
            rotationY += Input.GetAxis("Mouse Y") * sensitivityY;

            // Call our Adjust to 360 degrees and clamp function
            Adjust360andClamp();

            // Call our look left and right function.
            //KeyLookAround();

            // Call our look up and down function.
            //KeyLookUp();

            // If the user isn't pressing a key to look up, transform our Y angle to the mouse
            if (!Input.GetAxis("LookUp"))
            {
                // If you don't want to allow a key to affect Y, keep this line but take it out of the if
                transform.localRotation = Quaternion.AngleAxis (Vector3.left, rotationY);
            }

        }
    }

    //function KeyLookAround ()
    //{
//      If you're not using it, you can delete this whole function.
//      Just be sure to delete where it's called in Update.

        // Read the mouse input axis
        //rotationX += Input.GetAxis("LookAround") * lookSpeed;

        // Call our Adjust to 360 degrees and clamp function
        //Adjust360andClamp();

        // Transform our X angle
        //transform.localRotation = Quaternion.AngleAxis (Vector3.up, rotationX);
    //}

    //function KeyLookUp ()
    //{
//      If you're not using it, you can delete this whole function.
//      Just be sure to delete where it's called in Update.

        // Read the mouse input axis
        //rotationY += Input.GetAxis("LookUp") * lookSpeed;

        // Adjust for 360 degrees and clamp
        //Adjust360andClamp();

        // Transform our Y angle, multiply so we don't loose our X transform
       // transform.localRotation *= Quaternion.AngleAxis (Vector3.left, rotationY);
    //}

    function Adjust360andClamp ()
    {
//      This prevents your rotation angle from going beyond 360 degrees and also
//      clamps the angle to the min and max values set in the Inspector.

        // During in-editor play, the Inspector won't show your angle properly due to
        // dealing with floating points. Uncomment this Debug line to see the angle in the console.

        // Debug.Log (rotationX);

        // Don't let our X go beyond 360 degrees + or -
        if (rotationX < -360)
        {
            rotationX += 360;
        }
        else if (rotationX > 360)
        {
            rotationX -= 360;
        }   

        // Don't let our Y go beyond 360 degrees + or -
        if (rotationY < -360)
        {
            rotationY += 360;
        }
        else if (rotationY > 360)
        {
            rotationY -= 360;
        }

        // Clamp our angles to the min and max set in the Inspector
        rotationX = Mathf.Clamp (rotationX, minimumX, maximumX);
        rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
    }

    function Start ()
    {
        // Make the rigid body not change rotation
        if (rigidbody)
        {
            rigidbody.freezeRotation = true;
        }
    }

hope someone can help! :D

Quaternion.AngleAxis (Vector3.left, rotationY);

should be changed to:

Quaternion.AngleAxis (rotationY, Vector3.left);

Here is the reference: Quaternion.AngleAxis