Hi,
I’m currently working through the Lerpz tutorial, and when I get to the bit where I have to edit the “LevelStaus” script, I am failing. I copied the code from the appendix, and put it on new lines where the formatting had messed up. On the tutorial it says I should have options like this on the “LevelStaus” script:

But the only ones I end up with are the “Script” and “Items Needed”. Any help? The script is below.
// LevelStatus: Master level state machine script.
var exitGateway: GameObject;
var levelGoal: GameObject;
var unlockedSound: AudioClip;
var levelCompleteSound: AudioClip;
var mainCamera: GameObject;
var unlockedCamera: GameObject;
var levelCompletedCamera: GameObject;
// This is where info like the number of items the player must collect in order to complete the level lives.
var itemsNeeded: int = 20;// This is how many fuel canisters the player must collect.
private var playerLink: GameObject;
// Awake(): Called by Unity when the script has loaded. // We use this function to initialise our link to the Lerpz GameObject.
function Awake()
{
levelGoal.GetComponent(MeshCollider).isTrigger = false;
playerLink = GameObject.Find("Player");
if (!playerLink)
Debug.Log("Could not get link to Lerpz");
levelGoal.GetComponent(MeshCollider).isTrigger = false; // make very sure of this!
}
function UnlockLevelExit()
{
mainCamera.GetComponent(AudioListener).enabled = false;
unlockedCamera.active = true;
unlockedCamera.GetComponent(AudioListener).enabled = true
exitGateway.GetComponent(AudioSource).Stop();
if (unlockedSound)
{
AudioSource.PlayClipAtPoint(unlockedSound,
unlockedCamera.GetComponent(Transform).position, 2.0);
}
yield WaitForSeconds(1);
exitGateway.active = false; // ... the fence goes down briefly...
yield WaitForSeconds(0.2); //... pause for a fraction of a second...
exitGateway.active = true; //... now the fence flashes back on again...
yield WaitForSeconds(0.2); //... another brief pause before...
exitGateway.active = false; //... the fence finally goes down forever! l
levelGoal.GetComponent(MeshCollider).isTrigger = true;
yield WaitForSeconds(4); // give the player time to see the result.
// swap the cameras back.
unlockedCamera.active = false; // this lets the NearCamera get the screen all to itself.
unlockedCamera.GetComponent(AudioListener).enabled = false; mainCamera.GetComponent(AudioListener).enabled = true;
}
function LevelCompleted()
{
mainCamera.GetComponent(AudioListener).enabled = false;
levelCompletedCamera.active = true;
levelCompletedCamera.GetComponent(AudioListener).enabled = true;
playerLink.GetComponent(ThirdPersonController).SendMessage("HidePlayer");
playerLink.transform.position+=Vector3.up*500.0; // just move him 500 units
if (levelCompleteSound)
{
AudioSource.PlayClipAtPoint(levelCompleteSound,
levelGoal.transform.position, 2.0);
} levelGoal.animation.Play();
yield WaitForSeconds (levelGoal.animation.clip.length);
Application.LoadLevel("GameOver"); //...just show the Game Over sequence.
}