Unity is not updating my script/variables

So I added two variables and two lines of code to my script, and now it does not update it in the inspector or when I run the game. Can someone please help. I feel like I am missing something or added something extra in my script. The two variables are the recoilX and Y. And the two lines are the ones that increase the rotationX and Y by a random number * 5. Help! Thanks!

#pragma strict

//Variables
var recoilX: float = 10;
var recoilY: float = 10;
var rotationSpeed: float = 0.03;
var holdHeight: float = -0.23;
var holdSide: float = 0.27;
var holdDistance: float = 0.52;
var cameraObject: GameObject;
var ratioHipToHold: float = 1;
var hipToAimSpeed: float = 0.1;
@HideInInspector
var ratioHipToHoldV: float;
@HideInInspector
var rotationTargetX: float;
@HideInInspector
var rotationTargetY: float;
@HideInInspector
var rotationTargetXVelocity: float;
@HideInInspector
var rotationTargetYVelocity: float;

var walkScript: PlayerMovementScript;
var aimingSensitivityGS: float = 0.25;
var aimingWalkSpeedGS: float = 0.5;
var aimFOV: float = 1;
@HideInInspector
var aimFOVV: float;
@HideInInspector
var currentFOV: float = 60;
var defaultFOV:float = 60;
@HideInInspector
var positionTargetVelocity: Vector3;
var positionMoveSpeed: float = .1;
var rateOfFire: float = 18;
@HideInInspector
var fireDelay: float = 0;
var bullet: GameObject;
var bulletSpawn: GameObject;
var ammo: int = 15;
var spreadHipFire: float = 5;
var spreadIronSight: float = 3;


function Start () {

}

function Update () 
{
	
	currentFOV = camera.main.fieldOfView;
	
	//Spawns the bullet
	if(Input.GetButtonDown("Fire1"))
	{
		if(fireDelay <= 0 && ammo > 0)
		{
			if (bullet)
			{
				Instantiate(bullet,bulletSpawn.transform.position, bulletSpawn.transform.rotation);
				fireDelay = 1;  
				cameraObject.GetComponent(MouseLookScript).rotationX += (Random.value * 5);
				cameraObject.GetComponent(MouseLookScript).rotationY += (Random.value * 5);
				rotationTargetY +=(Random.value - 0.5) * Mathf.Lerp(spreadIronSight, spreadHipFire, ratioHipToHold);
				rotationTargetX +=(Random.value - 0.5) * Mathf.Lerp(spreadIronSight, spreadHipFire, ratioHipToHold);
				ammo -= 1;
			}
		}
	}
	
	
	//Reloads the weapon
	if(Input.GetButtonDown("Reload"))
	{
		ammo = 15;
	}
	
	fireDelay -= Time.deltaTime * rateOfFire;
	
	//Enables/disables iron sights. Also changes look sensitivity and walk speed
	if(Input.GetButton("Fire2"))
	{
		ratioHipToHold = Mathf.SmoothDamp(ratioHipToHold, 0, ratioHipToHoldV, hipToAimSpeed);
		cameraObject.GetComponent(MouseLookScript).aimingSensitivity = aimingSensitivityGS;
		walkScript.aimingWalkSpeed = aimingWalkSpeedGS;
		camera.main.fieldOfView = Mathf.SmoothDamp(currentFOV, aimFOV, aimFOVV, hipToAimSpeed);
	}
	else
	{
		ratioHipToHold = Mathf.SmoothDamp(ratioHipToHold, 1, ratioHipToHoldV, hipToAimSpeed);
		lookScript.aimingSensitivity = 1;
		walkScript.aimingWalkSpeed = 1;
		if(currentFOV != defaultFOV)
		{
		camera.main.fieldOfView = Mathf.SmoothDamp(currentFOV, defaultFOV, aimFOVV, hipToAimSpeed);
		}
	}
	
	//Sets position
	transform.position = cameraObject.transform.position + (Quaternion.Euler(rotationTargetX,rotationTargetY,0) * Vector3(holdSide * ratioHipToHold, holdHeight *ratioHipToHold, holdDistance));
	
	//Rotates the gun with the camera
	rotationTargetX = Mathf.SmoothDamp(rotationTargetX, cameraObject.GetComponent(MouseLookScript).rotationX, rotationTargetXVelocity, rotationSpeed);
	rotationTargetY = Mathf.SmoothDamp(rotationTargetY, cameraObject.GetComponent(MouseLookScript).rotationY, rotationTargetYVelocity, rotationSpeed);
	transform.rotation = Quaternion.Euler(rotationTargetX * -1, rotationTargetY - 180, 0);
}

//transform.position = cameraObject.transform.position + (Quaternion.Euler(rotationTargetX,rotationTargetY,0) * Vector3(holdSide * ratioHipToHold, holdHeight *ratioHipToHold, holdDistance));

have you looked at what Random.value is being returned? Typically you want to use a modulus operator to put it in a certain range. Like Random.value % 360 would always return a value in the range [0,359]. Also have you made sure to save and rebuild your project? Try removing the component and adding it again.