LERPZ levelstatus js error. ??????????

Hey everyone, I am having something strange happening with the Lerpz tut. I copied the level status script from the index thing at the end of the tut and when ever I press play for some reason it stops the game and comes up with this in the debug console…

Assets/Scripts/Misc/LevelStatus.js(10,13): UCE0001: ‘;’ expected. Insert a semicolon at the end.

Assets/Scripts/Misc/LevelStatus.js(10,19): UCE0001: ‘;’ expected. Insert a semicolon at the end.

Assets/Scripts/Misc/LevelStatus.js(10,25): BCE0043: Unexpected token: …

Assets/Scripts/Misc/LevelStatus.js(10,26): UCE0001: ‘;’ expected. Insert a semicolon at the end.

I have tried several things to try and get this to work but with little success. Here is the Java script code if some one could help me with this.

// 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!

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.
}

Is anyone else having this problem?

1 Answer

1

Can you edit the question so all of the code text is formatted as code? It’s hard to read end-to-end like that.

That error means there’s a syntax issue somewhere, like a missing semicolon, bracket, or parenthesis.

I have tried looking for that, but I can't find it anywhere! ps.. shouldn't this script be 100% correct if it was posted as one of the main tuts for the unity site? or is there posibly something in my game that I have stuffed up that is stoping this from working?

Thousands of people have used this tutorial, so my guess is that you have made a mistake somewhere.

Thanks, I will just repeat the tutorial. It shouldn't take me too long.