Light intensity null reference

Hello,
I added a light component to a muzzle flash and in the script i added an intensity modifier. It actually works great and looks nice, not being on all the time and it only appears with the muzzle flash, but i am getting a null reference still, i am not sure why…i tried adding a point light instead to the parent objects but that dint kill the call for null…so i am thinking its a small variance in the specifics of the code at the light intensity call…Can anyone help me see whats up here please?hmmm
The code is in the late update

function LateUpdate() {
	if (muzzleFlash) { // We shot this frame, enable the muzzle flash
		if (m_LastFrameShot == Time.frameCount) {
			muzzleFlash.transform.localRotation = Quaternion.AngleAxis(Random.value * 90, Vector3.forward);
			muzzleFlash.enabled = true;
			//lightGameObject.AddComponent(Light);
			muzzleFlash.light.intensity = 3;
		} else { // no shot, disable the muzzle flash
			muzzleFlash.enabled = false;
			enabled = false;
			muzzleFlash.light.intensity = 0;
if (bulletsLeft == 0){
		Reload();}
		}
}
}

function Start () {
// Make a game object
var muzzleFlash: GameObject = new GameObject(“The Light”);
// Add the light component
muzzleFlash.AddComponent(Light);
muzzleFlash.transform.position = Vector3(0, 5, 0);
}

function LateUpdate() {
    if (muzzleFlash) { // We shot this frame, enable the muzzle flash
        if (m_LastFrameShot == Time.frameCount) {
            muzzleFlash.transform.localRotation = Quaternion.AngleAxis(Random.value * 90, Vector3.forward);
            muzzleFlash.enabled = true;
            muzzleFlash.light.intensity = 3.0;
        } else { // no shot, disable the muzzle flash
            muzzleFlash.enabled = false;
            enabled = false;
            muzzleFlash.light.intensity = 0;
            if (bulletsLeft == 0) {
                Reload();
            }
        }
    }
}