Enemy shoot at player in 2D game

I have a script I was intending to put on an empty game object in front of the enemy AI, however I am getting a lot of errors. These are the errors:

Assets/Meep/Scripts New/enemyshoottest.cs(16,71): error CS0019: Operator ‘*’ cannot be applied to operands of type ‘double’ and ‘UnityEngine.Vector3’

Assets/Meep/Scripts New/enemyshoottest.cs(16,26): error CS1502: The best overloaded method match for ‘UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)’ has some invalid arguments

Assets/Meep/Scripts New/enemyshoottest.cs(16,26): error CS1503: Argument ‘#2’ cannot convert ‘object’ expression to type ‘UnityEngine.Vector3’

Assets/Meep/Scripts New/enemyshoottest.cs(20,52): error CS0119: Expression denotes a ‘type’, where a ‘variable’, ‘value’ or ‘method group’ was expected

Assets/Meep/Scripts New/enemyshoottest.cs(20,43): error CS1502: The best overloaded method match for ‘UnityEngine.Rigidbody2D.AddForce(UnityEngine.Vector2)’ has some invalid arguments

Assets/Meep/Scripts New/enemyshoottest.cs(20,43): error CS1503: Argument ‘#1’ cannot convert ‘object’ expression to type ‘UnityEngine.Vector2’

Assets/Meep/Scripts New/enemyshoottest.cs(25,60): error CS0119: Expression denotes a ‘type’, where a ‘variable’, ‘value’ or ‘method group’ was expected

Assets/Meep/Scripts New/enemyshoottest.cs(25,43): error CS1502: The best overloaded method match for ‘UnityEngine.Rigidbody2D.AddRelativeForce(UnityEngine.Vector2)’ has some invalid arguments

Assets/Meep/Scripts New/enemyshoottest.cs(25,43): error CS1503: Argument ‘#1’ cannot convert ‘object’ expression to type `UnityEngine.Vector2’

And here is my script:

using UnityEngine;
using System.Collections;

public class enemyshoottest : MonoBehaviour {
	public Rigidbody2D clone;
	public GameObject projectile;
	// Use this for initialization
	void Start () {
	
	}
	
	// Update is called once per frame
	void Update () {
		//attempt at bullet
		//Rigidbody2D : clone;
		clone = (Instantiate(projectile, transform.position+1.0*transform.forward,transform.rotation));
		// Debug.Log(clone.transform.position + " : " + transform.position);
		if(clone.transform.position.x < GameObject.FindWithTag("ariana").transform.position.x){
			clone.transform.eulerAngles = new Vector3(0,0,180);
			clone.rigidbody2D.AddForce(Vector2(-800,0));
		}
		else{
			// Give the cloned object an initial velocity along the current 
			// object's Z axis
			clone.rigidbody2D.AddRelativeForce(Vector2(800,0));
		}
	}
}

I figured out the issue! Here is my new script for those with the same issue:

using UnityEngine;
using System.Collections;

/// Launch projectile

public class WeaponScript : MonoBehaviour
{

	// 1 - Designer variables

	

	/// Projectile prefab for shooting

	public Rigidbody2D shotPrefab;
	
	/// <summary>
	/// Cooldown in seconds between two shots
	/// </summary>
	public float shootingRate = 0.25f;
	

	// 2 - Cooldown
	
	private float shootCooldown;
	
	void Start()
	{
		shootCooldown = 0f;
	}
	
	void Update()
	{
		if (shootCooldown > 0)
		{
			shootCooldown -= Time.deltaTime;
		}
	}

	public void Attack(bool isEnemy)
	{
		if (CanAttack)
		{
			shootCooldown = shootingRate;
			
			// Create a new shot
			//var shotTransform = Instantiate(shotPrefab) as Transform;
			
			// Assign position
			//shotTransform.position = transform.position;
		Rigidbody2D clone;
			clone = (Instantiate(shotPrefab, transform.position+1.0f*transform.forward,transform.rotation) as Rigidbody2D);
			//var rigidbody2D = Rigidbody2D;
			clone.rigidbody2D.AddRelativeForce(new Vector2 (1000, 0));
			//shotPrefab.Rigidbody2D.AddForce(transform.forward * 1000);

			// The is enemy property
			ShotScript shot = clone.gameObject.GetComponent<ShotScript>();
			if (shot != null)
			{
				shot.isEnemyShot = isEnemy;
			}
			
			// Make the weapon shot always towards it
			MoveScript move = shotPrefab.gameObject.GetComponent<MoveScript>();
			if (move != null)
			{
				//move.direction = this.transform.right; // towards in 2D space is the right of the sprite
			}
		}
	}

	public bool CanAttack
	{
		get
		{
			return shootCooldown <= 0f;
		}
	}
}

I think that the problem is in the line 16… because transform.position and transform.forwards are vectors, and if you multiply a vector for vector you get a scalar number…

example: (1,2) * (3,4) = (13) + (24) = 11

you should find another method to write the position to get a vector result, like a vector sum

example: (1,2) + (3,4) = (4,6)

you must try this

//This will instantiate a projectile 1 px in front 

clone = (Instantiate(projectile, transform.position+Vector2(1,0),transform.rotation));