combat grid

so I made a combat script that has both the enemy’s and the main character and his party. with also the battle layout
but its giving me errors tell me what I am doing wrong here.

var Jake : CharacterAtt;
var block : Vector2;
var combatPosition : Vector3[] = new Vector3[6];

enum CombatPos
{
	Playerleft = 0,
	Playercenter = 1,
	Playerright = 2,
	Enemyleft = 3,
	Enemycenter = 4,
	Enemyright = 5

}


function Start () {

	for(var i : int = 0;i < 6;i++)
	{
		if(i< 3)combatPosition[i] = Vector3(transform.position.x +((i-((i<3)?1))*block.x),0,transform.position.z-(((i<3)?1)*block.y);
		else combatPosition[i] = Vector3(transform.position.x +((i-((i<3)?4)*block.x)),0,transform.position.z+(((i<3)?1)*block.y));
	
	}

	Jake = new CharacterAtt(Player.Jake,"Jake",20,21,19,18,22,22,23,1000);
	Jake.Addweapon(new Weapon("knife",1,10,false,Element.physical,50,Player.Jake));



}

can you put the error, it will be helpful !

i guess there is messing “)” in line 21 and/or 22

m;

here are the errors: expecting ), found ‘block’., ‘;’ expected. Insert a semicolon at the end., expecting ), found ‘*’. and the rest are just like these errors so can some one tell me what I should do for my combatgrid? the max count is
six so three tiles for the player and three tiles for enemies. here is my new code:

var Jake : CharacterAtt;
var block : Vector2;
var combatPosition : Vector3[] = new Vector3[6];

enum CombatPos
{
	Playerleft = 0,
	Playercenter = 1,
	Playerright = 2,
	Enemyleft = 3,
	Enemycenter = 4,
	Enemyright = 5

}


function Start () 
{

	for(var i : int = 0;i < 6;i++)
	{
		if(i< 3)combatPosition[i] = Vector3(transform.position.x +((i-((i<3)?1))*block.x),0,transform.position.z-(((i<3)?1)*block.y));
		else combatPosition[i] = Vector3(transform.position.x +((i-((i<3)?4)*block.x)),0,transform.position.z+(((i<3)?1)*block.y));
	
	}

	Jake = new CharacterAtt(Player.Jake,"Jake",20,21,19,18,22,22,23,1000);
	Jake.Addweapon(new Weapon("knife",1,10,false,Element.physical,50,Player.Jake));

}

any help would be great

Sorry but your formula is coded just wrong
all the errors are sintax errors and we dont really know what you are trying to do with that

I recomend you to rewrite it and try to use 8 or 10 lines at

   if(i< 3)combatPosition[i] = Vector3(transform.position.x +((i-((i<3)?1))*block.x),0,transform.position.z-(((i<3)?1)*block.y));

        else combatPosition[i] = Vector3(transform.position.x +((i-((i<3)?4)*block.x)),0,transform.position.z+(((i<3)?1)*block.y));

instead of 2 because you are trying to make too much stuff and not even you know where it came back wrong

I should say how should it look then at those two lines and this is in java

I have my combat scene all hooked up I and is working when I hit play. Now I am on my command menu and have my basic
attack animation ready and he can give damage to the enemy but it looks like a ranged attack when it should be melee attack.
it also gives me this error when I hit play:
The variable Knife of ‘JakeAnimateC’ has not been assigned.
You probably need to assign the Knife variable of the JakeAnimateC script in the inspector.
UnityEngine.Object.Internal_InstantiateSingle (UnityEngine.Object data, Vector3 pos, Quaternion rot) (at C:/BuildAgent/work/812c4f5049264fad/Runtime/ExportGenerated/Editor/UnityEngineObject.cs:44)
UnityEngine.Object.Instantiate (UnityEngine.Object original, Vector3 position, Quaternion rotation) (at C:/BuildAgent/work/812c4f5049264fad/Runtime/ExportGenerated/Editor/UnityEngineObject.cs:53)
JakeAnimateC+$AttackTarget$34+$.MoveNext () (at Assets/Scripts/movement/JakeAnimateC.js:37)

so here is the script too

#pragma strict

var Knife : Transform;
var attackcomplet:boolean = false;
var Knifepoint;
var myCombatC:CombatC;


function Start()
{

	for(var child: Object in transform)
	{
		if((child as Transform).name == "knifepoint")Knifepoint = (child as Transform).position;
		
		
	}

}

function AttackTarget(myId:BaseStats,targetId:BaseStats)
{
		
	var initialRotation:Quaternion = transform.rotation;
	var targetRotation:Quaternion = Quaternion.LookRotation(targetId.myInstance.position - transform.position);
	var delta : float = 0.0;
	while(delta<1.0)
	{
		delta += Time.deltaTime;
		transform.rotation=Quaternion.Slerp(initialRotation,targetRotation,delta);
		transform.eulerAngles.x=0.0;
		transform.eulerAngles.z=0.0;
		yield;
		
	}
	
	var thisknife:Transform = Instantiate(Knife,Knifepoint,transform.rotation);
	transform.Translate(transform.forward*10*Time.deltaTime);
	animation.Play("attack");
	yield;
	while(!attackcomplet)yield;
	attackcomplet = false;
	 yield Addeffect((myId as CharacterAtt).Attack(targetId as NPCAtt),targetId.myInstance);
	delta = 0.0;
	while(delta<1.0)
	{
		delta += Time.deltaTime;
		transform.rotation = Quaternion.Slerp(targetRotation,initialRotation,delta);
		transform.eulerAngles.x =0.0;
		transform.eulerAngles.z=0.0;
		yield;
	
	
	
	}
}

function Addeffect(attackoutput:Attackoutput,Target:Transform)
{
	switch(attackoutput.result)
	{
		case Attackresult.Miss:
		Target.position.x +=1.0;
		yield WaitForSeconds(1.0);
		Target.position.x -=1.0;
		break;
		
	
	}


}

this code dose work and It animates my Jake character properly

ok I look over my code and I forgot to add Vector3 to Knife but it still shows the same error. Oh and Ignore the very top question
and here is the new code:

var Knife:Transform;
var attackcomplet:boolean = false;
var Knifepoint:Vector3;
var myCombatC:CombatC;


function Start()
{

	for(var child: Object in transform)
	{
		if((child as Transform).name == "knifepoint")Knifepoint = (child as Transform).position;
		
		
	}

}

function AttackTarget(myId:BaseStats,targetId:BaseStats)
{
		
	var initialRotation:Quaternion = transform.rotation;
	var targetRotation:Quaternion = Quaternion.LookRotation(targetId.myInstance.position - transform.position);
	var delta : float = 0.0;
	while(delta<1.0)
	{
		delta += Time.deltaTime;
		transform.rotation=Quaternion.Slerp(initialRotation,targetRotation,delta);
		transform.eulerAngles.x=0.0;
		transform.eulerAngles.z=0.0;
		yield;
		
	}
	
	var thisknife:Transform = Instantiate(Knife,Knifepoint,transform.rotation);
	transform.Translate(transform.forward*10*Time.deltaTime);
	animation.Play("attack");
	yield;
	while(!attackcomplet)yield;
	attackcomplet = false;
	 yield Addeffect((myId as CharacterAtt).Attack(targetId as NPCAtt),targetId.myInstance);
	delta = 0.0;
	while(delta<1.0)
	{
		delta += Time.deltaTime;
		transform.rotation = Quaternion.Slerp(targetRotation,initialRotation,delta);
		transform.eulerAngles.x =0.0;
		transform.eulerAngles.z=0.0;
		yield;
	
	
	
	}
}

function Addeffect(attackoutput:Attackoutput,Target:Transform)
{
	switch(attackoutput.result)
	{
		case Attackresult.Miss:
		Target.position.x +=1.0;
		yield WaitForSeconds(1.0);
		Target.position.x -=1.0;
		break;
		
	
	}


}

so Ignore this post I just answered my own Question