Error: "Expressions in statements must only be executed for their side-effects"

Help!

im using the tornadotwins's tutorial on how to make a video game #5.

And i'm almost done, but i got an error

Assets/Standard Assets/Character Controllers/Sources/Scripts/CharacterMotor.js(94,77): BCE0034: Expressions in statements must only be executed for their side-effects.

/ ThirdPersonWalker.js

// this script adds two things to the default FPS walker
// - It adds movement forward by holding down both mouse keys
// - and it adds auto animation changing between idle, walk and run
// After adding this script to your controller, drag the character model to Target

var speed = 6.0; // standard running speed
var walkSpeed = 8; // walk speed adjust both for your charcter so feet don't slide on ground
var jumpSpeed = 8.0;
var gravity = 20.0;
var Character : Transform;
var bullitPrefab:Transform;

private var moveDirection = Vector3.zero;
private var grounded : boolean = false;
// a flag to determine idle vs walking/running (so animations do not get started over and over)
private var walking : boolean = false;
// a flag to init idle animation at beginning
private var startup : boolean = true;
// a flag to determine walking vs running
private var running : boolean = true;

function FixedUpdate() {
if (grounded) {
// We are grounded, so recalculate movedirection directly from axes
moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));

// if both mouse buttons are down, move forward
if (Input.GetMouseButton(0) && Input.GetMouseButton(1)) 
{ 
moveDirection.z = 1;
}

moveDirection = transform.TransformDirection(moveDirection);
if(running == true){
moveDirection *= speed;
} else {
moveDirection *= walkSpeed;
}

if (Input.GetButton ("Jump")) {
moveDirection.y = jumpSpeed;
}

// auto toggle between idle and walking animations - based on run / walk switch
if(Character){
// toggle between walk and run with <left shift> R
if(Input.GetKey(KeyCode.LeftShift) && Input.GetKeyDown(KeyCode.R)){
if(running == true) {
running = false;
if(walking == true) Character.animation.CrossFade("walk");
} else {
running = true;
if(walking == true) Character.animation.CrossFade("run");
}
}
if(startup == true){
startup = false;
Character.animation.Play("idle");
}
if((moveDirection == Vector3.zero)&&(walking == true)){
walking = false;
Character.animation.CrossFade("idle");
} else {
if((moveDirection != Vector3.zero)&&(walking == false)){
walking = true;
if(running == true){
Character.animation.CrossFade("run");
} else {
Character.animation.CrossFade("walk");
}
}
}
}
}
// Apply gravity
moveDirection.y -= gravity * Time.deltaTime;

// Move the controller
var controller : CharacterController = GetComponent(CharacterController);
var flags = controller.Move(moveDirection * Time.deltaTime);
grounded = (flags & CollisionFlags.CollidedBelow) != 0;

if(Input.GetButtonDown("Jump"))
{
            var bullit = Instantiate (bullitPrefab,  
                                GameObject.Find("spawnPoint").transform.position,  
                                Quaternion.identity) ;
            bullit.rigidbody.AddForce(transform.forward * 5000);
}
}  
                                GameObject.Find("spawnPoint").transform.position;
                                (Quaternion.identity) ;
            bullitPrefab.rigidbody.AddForce(transform.forward * 5000);

if you keep your code neat and tidy then these problems will be much easier to spot

// ThirdPersonWalker.js

// this script adds two things to the default FPS walker
// - It adds movement forward by holding down both mouse keys
// - and it adds auto animation changing between idle, walk and run
// After adding this script to your controller, drag the character model to Target

var speed = 6.0; // standard running speed
var walkSpeed = 8; // walk speed adjust both for your charcter so feet don't slide on ground
var jumpSpeed = 8.0;
var gravity = 20.0;
var Character : Transform;
var bullitPrefab:Transform;

private var moveDirection = Vector3.zero;
private var grounded : boolean = false;
// a flag to determine idle vs walking/running (so animations do not get started over and over)
private var walking : boolean = false;
// a flag to init idle animation at beginning
private var startup : boolean = true;
// a flag to determine walking vs running
private var running : boolean = true;

function FixedUpdate()
{
    if (grounded)
    {
        // We are grounded, so recalculate movedirection directly from axes
        moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
        // if both mouse buttons are down, move forward
        if (Input.GetMouseButton(0) && Input.GetMouseButton(1)) 
        { 
            moveDirection.z = 1;
        }
        moveDirection = transform.TransformDirection(moveDirection);

        if(running == true)
        {
            moveDirection *= speed;
        }
        else
        {
            moveDirection *= walkSpeed;
        }

        if (Input.GetButton ("Jump"))
        {
            moveDirection.y = jumpSpeed;
        }

        // auto toggle between idle and walking animations - based on run / walk switch
        if(Character)
        {
            // toggle between walk and run with <left shift> R
            if(Input.GetKey(KeyCode.LeftShift) && Input.GetKeyDown(KeyCode.R))
            {
                if(running == true) 
                {
                    running = false;
                    if(walking == true) Character.animation.CrossFade("walk");
                } 
                else 
                {
                    running = true;
                    if(walking == true) Character.animation.CrossFade("run");
                }
            }
            if(startup == true)
            {
                startup = false;
                Character.animation.Play("idle");
            }
            if((moveDirection == Vector3.zero)&&(walking == true))
            {
                walking = false;
                Character.animation.CrossFade("idle");
            }
            else 
            {
                if((moveDirection != Vector3.zero)&&(walking == false))
                {
                    walking = true;
                    if(running == true)
                    {
                        Character.animation.CrossFade("run");
                    }
                    else 
                    {
                        Character.animation.CrossFade("walk");
                    }
                }
            }
        }
    }
    // Apply gravity
    moveDirection.y -= gravity * Time.deltaTime;

    // Move the controller
    var controller : CharacterController = GetComponent(CharacterController);
    var flags = controller.Move(moveDirection * Time.deltaTime);
    grounded = (flags & CollisionFlags.CollidedBelow) != 0;

    if(Input.GetButtonDown("Jump"))
    {
        var bullit = Instantiate (bullitPrefab, GameObject.Find("spawnPoint").transform.position, Quaternion.identity) ;
        bullit.rigidbody.AddForce(transform.forward * 5000);
    }
}  

//this is the bit your getting errors in, not sure what you are doing with this bit?
/*      
    GameObject.Find("spawnPoint").transform.position;
    (Quaternion.identity) ;
    bullitPrefab.rigidbody.AddForce(transform.forward * 5000);
*/

The reason you are getting errors is because this section isnt in a function. I can't figure out what you are trying to do with it so I've just blanked it out.