Script Error

I am getting this error: Assets/Zombie Attack Script.js(23,13): BCE0044: expecting :, found ‘=’.

Here is the script:

var target : Transform; //the enemy's target
var moveSpeed = 3; //move speed
var rotationSpeed = 3; //speed of turning
var attackThreshold = 1.5; // distance within which to attack
var chaseThreshold = 10; // distance within which to start chasing
var giveUpThreshold = 20; // distance beyond which AI gives up
var attackRepeatTime = 1; // delay between attacks when within range

private var chasing = false;
private var attackTime = Time.time;

var myTransform : Transform; //current transform data of this enemy

var EnemyZombieTagger : GameObject[];
EnemyZombieTagger = GameObject.FindGameObjectsWithTag("zedzombie");


if (EnemyZombieTagger){
// Find all zombies
{ 

{
     target = GameObject.FindWithTag("Player").transform; //target the player
    }

function Update () {

    // check distance to target every frame:
    var distance = (target.position - myTransform.position).magnitude;

    if (chasing) {

        //rotate to look at the player
        myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
        Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);

        //move towards the player
        myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;

        // give up, if too far away from target:
        if (distance > giveUpThreshold) {
            chasing = false;
        }

        // attack, if close enough, and if time is OK:
        if (distance < attackThreshold && Time.time > attackRepeatTime) {

                    target.SendMessage("ApplyDamage",10);
            // Attack! (call whatever attack function you like here)
            }
        if (distance < attackThreshold) {
        moveSpeed=0;
        //stop when close enough
    }

            attackTime = Time.time+ attackRepeatTime;
        }

      else {
        // not currently chasing.

        // start chasing if target comes close enough
        if (distance < chaseThreshold) {
            chasing = true;
        }
    }

}

function OnTriggerEnter (other: Collider) {
if (other.gameObject.CompareTag("Bullet")){
chaseThreshold=100000000;
}
}
} 
}
else{
null;
}

I assumed you missed out the Start() function and you had some brackets the wrong way. If that’s how you write your code then I would learn to make it easier for yourself to read, if it was this site’s code formatting then just ignore that statement.

var target : Transform; //the enemy's target
var moveSpeed = 3; //move speed
var rotationSpeed = 3; //speed of turning
var attackThreshold = 1.5; // distance within which to attack
var chaseThreshold = 10; // distance within which to start chasing
var giveUpThreshold = 20; // distance beyond which AI gives up
var attackRepeatTime = 1; // delay between attacks when within range

private var chasing = false;
private var attackTime = Time.time;

var myTransform : Transform; //current transform data of this enemy

var EnemyZombieTagger : GameObject[];
EnemyZombieTagger = GameObject.FindGameObjectsWithTag("zedzombie");

// What is this ? , Move to start or update ?

//if (EnemyZombieTagger)
//{
//	// Find all zombies
//} 

function Start ()
{
     target = GameObject.FindWithTag("Player").transform; //target the player
     
  
}

function Update () {

    // check distance to target every frame:
    var distance = (target.position - myTransform.position).magnitude;

    if (chasing) {

        //rotate to look at the player
        myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
        Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);

        //move towards the player
        myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;

        // give up, if too far away from target:
        if (distance > giveUpThreshold) {
            chasing = false;
        }

        // attack, if close enough, and if time is OK:
        if (distance < attackThreshold && Time.time > attackRepeatTime) {

                    target.SendMessage("ApplyDamage",10);
            // Attack! (call whatever attack function you like here)
            }
        if (distance < attackThreshold) {
        moveSpeed=0;
        //stop when close enough
    }

            attackTime = Time.time+ attackRepeatTime;
        }

      else {
        // not currently chasing.

        // start chasing if target comes close enough
        if (distance < chaseThreshold) {
            chasing = true;
        }
    }

}

function OnTriggerEnter (other: Collider)
{
	if (other.gameObject.CompareTag("Bullet"))
	{
		chaseThreshold=100000000;
	}
	else
	{
		// What did you want here ?
	}
}