Please insert semi colon... WHAT!!!!! Response

my computer keeps on saying that i don’t have a semi colon at the end of lines 22 and 18

My Scripts Below:

var speed = 24.0;

var rotateSpeed = 3.0;

var bullitPrefab:Transform;

function Update ()
{
var controller : CharacterController = GetComponent(CharacterController);

// Rotate around y - axis;

transform.Rotate(0, Input.GetAxis (“Horizontal”) * rotateSpeed, 0);

// Move forward / backward

var forward = transform.TransformDirection(Vector3.forward);

var curSpeed = speed * Input.GetAxis (“Vertical”);

controller.SimpleMove(forward * curSpeed);

if(Input.GetButtonDown(“X”));

var bullit:Instiniate (bullitPrefab) GameObject.Find(“Spawn Point”)transform.position Quaternion.identity;
EOF;

script RequireComponent (CharacterController);EOF }

I don’t know the problem PLEASE HELP!!!

Later…

I’ve tried your suggestions but it gives another error … I don’t know if it’s the scripting program i’m using or what. I am getting very frustrated because i can’t test the game out until I figure out the scripting errors. I’ve tried doing the ‘Tornado Twins’, but it gives me a error that I can’t figure out!!! If it helps here are what the errors say…

-Assets/NewBehaviorScript.js(19,7): UCE0001: ‘;’ expected. Insert a semicolon at the end.
-Assets/NewBehaviorScript.js(19,32): UCE0001: ‘;’ expected. Insert a semicolon at the end.
-Assets/NewBehaviorScript.js(19,63): UCE0001: ‘;’ expected. Insert a semicolon at the end.
-Assets/NewBehaviorScript.js(19,72): UCE0001: ‘;’ expected. Insert a semicolon at the end.
-Assets/NewBehaviorScript.js(19,81): UCE0001: ‘;’ expected. Insert a semicolon at the end.
-Assets/NewBehaviorScript.js(19,92): UCE0001: ‘;’ expected. Insert a semicolon at the end.
-Assets/NewBehaviorScript.js(21,7): UCE0001: ‘;’ expected. Insert a semicolon at the end.
-Assets/NewBehaviorScript.js(21,45): UCE0001: ‘;’ expected. Insert a semicolon at the end.
-Assets/NewBehaviorScript.js(21,48): UCE0001: ‘;’ expected. Insert a semicolon at the end.

-All compiler errors have to be fixed before you can enter playmode! UnityEditor.SceneVeiw:ShowCompileErrorNotification()

Also, I made some changes to my script…

var speed = 24.0;
var rotateSpeed = 3.0;
var bullitPrefab:Transform;

function Update ()
{
var controller : CharacterController = GetComponent(CharacterController);

// Rotate around y - axis;
transform.Rotate(0, Input.GetAxis (“Horizontal”) * rotateSpeed, 0);

// Move forward / backward
var forward = transform.TransformDirection(Vector3.forward);
var curSpeed = speed * Input.GetAxis (“Vertical”);
controller.SimpleMove(forward * curSpeed);

if (Input.GetButtonDown(“X”))

bullit Instiniate(bullitPrefab) GameObject.Find(“Spawn Point”)transform position Quaternion identity;

script RequireComponent(CharacterController)EOF }

PLEASE ANSWER MY PRAYERS!!!: )

Why would you want to re-assign a reference to the CharacterController every frame with a GetComponent call in Update()?
Don’t do that. Don’t do anything in Update that you don’t absolutely have to.

Assign all your variables at the top with types, then initially set them in Awake() or in the inspector, then change them in a function.

#pragma strict

var firstVariable : int;
var secondVariable : float;
var thirdVariable : Transform;
var fourthVariable : System.Boolean;
var fifthVariable : SomeScript;

function Awake()
{
firstVariable = 23;                    // one statement per line!
secondVariable = thirdVariable.position.x;
if (fourthVariable)
    {                                          // put each bracket on its own line and indent it with a tab.
    switch (firstVariable)
        {                                      // bracket already within in a bracket gets indented twice, and so forth. 
        case 23:
            fifthVariable = thirdVariable.gameObject.GetComponent.<SomeScript>();
            InvokeRepeating("DoSomething",2,0.25);
            break;
        case -1:
            DoSomethingElse()
            break;
        }                   
    }
}

function DoSomething()
{
// blah
// blah
}

function DoSomethingElse
{
 // whatever
}

also, this:

var bullit:Instiniate (bullitPrefab) GameObject.Find(“Spawn Point”)transform.position Quaternion.identity; EOF;

is total gibberish.

Why would you ever write “EOF;” ?

Approximate spelling and punctuation doesn’t cut it. Everything in a script has to be right to the character or may as well be a blank page.