Need a simple fix.....

I use this mouse orbit script:

var target : Transform; var distance = 10.0;

var xSpeed = 40.0; var ySpeed = 40.0;

var yMinLimit = -100000; var yMaxLimit = 100000;

var distanceMin = 3; var distanceMax = 15;

private var x = 0.0; private var y = 0.0;

@script AddComponentMenu("Camera-Control/Mouse Orbit")

function Start () {

var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;

// Make the rigid body not change rotation
if (rigidbody)
    rigidbody.freezeRotation = true;

}

function LateUpdate () {

    if (Input.GetMouseButton(0)) 

    x += Input.GetAxis("Mouse X") * xSpeed * distance* 0.02;
    y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;

    y = ClampAngle(y, yMinLimit, yMaxLimit);

    var rotation = Quaternion.Euler(y, x, 0);

    distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel")*5, distanceMin, distanceMax);

    var hit : RaycastHit;
    if (Physics.Linecast (target.position, transform.position, hit)) 
            distance -=  hit.distance;

    var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;

    transform.rotation = rotation;
    transform.position = position;

}

static function ClampAngle (angle : float, min : float, max : float) {
if (angle < -360)
    angle += 360;
if (angle > 360)
    angle -= 360;
return Mathf.Clamp (angle, min, max);
}

What I would like, is that there is no movement from the mouse at all, UNTIL, I click the mouse 1 button, right now, it's almost perfect, but the mouse still controls the verticle or y axis automatically, what I mean is, if I dont click mouse 1, mouse is still looking in the y axis, aka up and down. I don't want it to at all, util I click that button. x and z are fine, as they don't work until click.

You forgot some brackets, so your test whether the mouse button is pressed only affects the x value.

if (Input.GetMouseButton(0)) {

    x += Input.GetAxis("Mouse X") * xSpeed * distance* 0.02;
    y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;

    y = ClampAngle(y, yMinLimit, yMaxLimit);
}
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