Issue with random gameobject enable / disable script.

I have 5 GameObjects in total (more specifically planes) I want to be able to disable 4 Objects with 1 still displaying, randomly… so it can be a different GameObject (out of the 5) each time.

The script is incomplete as of yet but it keeps on telling me I’m having an issue on lines 10 - 18, more specifically just after the functionStart.

halp :3

var LeftButton1 : GameObject;
var LeftButton2 : GameObject;
var leftButton3 : GameObject;
var leftButton4 : GameObject;
var leftButton5 : GameObject;
var randNumber: int;


function Start () {
  var leftButton1.active = false;
  var leftButton2.active = false;
  var leftButton3.active = false;
  var leftButton4.active = false;
  var leftButton5.active = false;

                  }


function Update () {
 
randNumber = Random.Range(1,5);
  if(randNumber == 1){
  var leftButton1.active = true;
  var leftButton2.active = false;
  var leftButton3.active = false;
  var leftButton4.active = false;
  var leftButton5.active = false;
  if(else){
  var leftButton1.active = false;
  var leftButton2.active = false;
  var leftButton3.active = false;
  var leftButton4.active = false;
  var leftButton5.active = false;
          }
  
                     }
  
                   }

This task is a good one to use an array. After you’ve declared an array, you can select the game object with this script attached in the Hierarchy, click on the triangle next to “Buttons,” set the size to the number of buttons, and drag and drop the buttons onto the entries in the array. Also if you are using Unity 4x, you want to use GameObject.SetActive(). Also your code sets the active state every frame. Not sure what you really want. This code set it when the ‘A’ key is pressed:

#pragma strict
 
var buttons : GameObject[];
private var randNumber: int;
 
 
function Start () {
	for (var i = 0; i < buttons.Length; i++)
		buttons*.SetActive(false);*

}

function Update () {

  • if (Input.GetKeyDown(KeyCode.A)) {*

  •  randNumber = Random.Range(0,buttons.Length);*
    
  •  for (var i = 0; i < buttons.Length; i++)*
    

_ buttons*.SetActive(false);*_

* buttons[randNumber].SetActive(true);*
* }*
}