Script won't run level (platformer tutorial)

I've seem to screwed up the script beyond my fixing capabilities, I'm new to this you see and have no idea what I'm doing. The problems seem to be coming from the ThirdPersonStatus, GameHUD and LevelStatus scripts. Non of the problems it says make any sense to me. Here is the console:

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The errors began when I had to start adding in script for the cutscene camera (when the spaceship flies off), this is around the 100 page mark of the tutorial. Here are my scripts, please help.

LevelStatus

// 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 tocomplete 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.
}

ThirdPersonController

// The speed when walking
var walkSpeed = 3.0;
// after trotAfterSeconds of walking we trot with trotSpeed
var trotSpeed = 4.0;
// when pressing "Fire3" button (cmd) we start running
var runSpeed = 6.0;

var inAirControlAcceleration = 3.0;

// How high do we jump when pressing jump and letting go immediately
var jumpHeight = 0.5;
// We add extraJumpHeight meters on top when holding the button down longer while jumping
var extraJumpHeight = 2.5;

// The gravity for the character
var gravity = 20.0;
// The gravity in controlled descent mode
var controlledDescentGravity = 2.0;
var speedSmoothing = 10.0;
var rotateSpeed = 500.0;
var trotAfterSeconds = 3.0;

var canJump = true;
var canControlDescent = true;
var canWallJump = false;

private var jumpRepeatTime = 0.05;
private var wallJumpTimeout = 0.15;
private var jumpTimeout = 0.15;
private var groundedTimeout = 0.25;

// The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around.
private var lockCameraTimer = 0.0;

// The current move direction in x-z
private var moveDirection = Vector3.zero;
// The current vertical speed
private var verticalSpeed = 0.0;
// The current x-z move speed
private var moveSpeed = 0.0;

// The last collision flags returned from controller.Move
private var collisionFlags : CollisionFlags; 

// Are we jumping? (Initiated with jump button and not grounded yet)
private var jumping = false;
private var jumpingReachedApex = false;

// Are we moving backwards (This locks the camera to not do a 180 degree spin)
private var movingBack = false;
// Is the user pressing any keys?
private var isMoving = false;
// When did the user start walking (Used for going into trot after a while)
private var walkTimeStart = 0.0;
// Last time the jump button was clicked down
private var lastJumpButtonTime = -10.0;
// Last time we performed a jump
private var lastJumpTime = -1.0;
// Average normal of the last touched geometry
private var wallJumpContactNormal : Vector3;
private var wallJumpContactNormalHeight : float;

// the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
private var lastJumpStartHeight = 0.0;
// When did we touch the wall the first time during this jump (Used for wall jumping)
private var touchWallJumpTime = -1.0;

private var inAirVelocity = Vector3.zero;

private var lastGroundedTime = 0.0;

private var lean = 0.0;
private var slammed = false;

private var isControllable = true;

function Awake () {
    moveDirection = transform.TransformDirection(Vector3.forward);
}

// This next function responds to the "HidePlayer" message by hiding the player. 
// The message is also 'replied to' by identically-named functions in the collision-handling scripts.
// - Used by the LevelStatus script when the level completed animation is triggered.

function HidePlayer() {
    GameObject.Find("rootJoint").GetComponent(SkinnedMeshRenderer).enabled = false; // stop rendering the player.
    isControllable = false; // disable player controls.
}

// This is a complementary function to the above. We don't use it in the tutorial, but it's included for
// the sake of completeness. (I like orthogonal APIs; so sue me!)

function ShowPlayer() {
    GameObject.Find("rootJoint").GetComponent(SkinnedMeshRenderer).enabled = true; // start rendering the player again.
    isControllable = true;  // allow player to control the character again.
}

function UpdateSmoothedMovementDirection () {
    var cameraTransform = Camera.main.transform;
    var grounded = IsGrounded();

    // Forward vector relative to the camera along the x-z plane    
    var forward = cameraTransform.TransformDirection(Vector3.forward);
    forward.y = 0;
    forward = forward.normalized;

    // Right vector relative to the camera
    // Always orthogonal to the forward vector
    var right = Vector3(forward.z, 0, -forward.x);

    var v = Input.GetAxisRaw("Vertical");
    var h = Input.GetAxisRaw("Horizontal");

    // Are we moving backwards or looking backwards
    if (v < -0.2)
        movingBack = true;
    else
        movingBack = false;

    var wasMoving = isMoving;
    isMoving = Mathf.Abs (h) > 0.1 || Mathf.Abs (v) > 0.1;

    // Target direction relative to the camera
    var targetDirection = h * right + v * forward;

    // Grounded controls
    if (grounded) {
        // Lock camera for short period when transitioning moving & standing still
        lockCameraTimer += Time.deltaTime;
        if (isMoving != wasMoving) lockCameraTimer = 0.0;

        // We store speed and direction seperately,
        // so that when the character stands still we still have a valid forward direction
        // moveDirection is always normalized, and we only update it if there is user input.
        if (targetDirection != Vector3.zero) {
           // If we are really slow, just snap to the target direction
            if (moveSpeed < walkSpeed * 0.9 && grounded) 
                moveDirection = targetDirection.normalized;
            // Otherwise smoothly turn towards it
            else {
                moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
                moveDirection = moveDirection.normalized;
            }
        }

        // Smooth the speed based on the current target direction
        var curSmooth = speedSmoothing * Time.deltaTime;

        // Choose target speed
        //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
        var targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0);

        // Pick speed modifier
        if (Input.GetButton ("Fire3")) targetSpeed *= runSpeed; 
        else if (Time.time - trotAfterSeconds > walkTimeStart) 
            targetSpeed *= trotSpeed; 
        else targetSpeed *= walkSpeed; 

        moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);

        // Reset walk time start when we slow down
        if (moveSpeed < walkSpeed * 0.3) walkTimeStart = Time.time;
    }
    // In air controls
    else {
        // Lock camera while in air
        if (jumping) lockCameraTimer = 0.0;
        if (isMoving) 
            inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
    }
}

function ApplyWallJump () {
    // We must actually jump against a wall for this to work
    if (!jumping) return;

    // Store when we first touched a wall during this jump
    if (collisionFlags == CollisionFlags.CollidedSides)
        touchWallJumpTime = Time.time;

    // The user can trigger a wall jump by hitting the button shortly before or shortly after hitting the wall the first time.
    var mayJump = lastJumpButtonTime > touchWallJumpTime - wallJumpTimeout && lastJumpButtonTime < touchWallJumpTime + wallJumpTimeout;
    if (!mayJump) return;

    // Prevent jumping too fast after each other
    if (lastJumpTime + jumpRepeatTime > Time.time) return;

    if (Mathf.Abs(wallJumpContactNormal.y) < 0.2) {
        wallJumpContactNormal.y = 0;
        moveDirection = wallJumpContactNormal.normalized;
        // Wall jump gives us at least trotspeed
        moveSpeed = Mathf.Clamp(moveSpeed * 1.5, trotSpeed, runSpeed);
    }
    else moveSpeed = 0;

    verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight);
    DidJump();
    SendMessage("DidWallJump", null, SendMessageOptions.DontRequireReceiver);
}

function ApplyJumping () {
    // Prevent jumping too fast after each other
    if (lastJumpTime + jumpRepeatTime > Time.time) return;

    if (IsGrounded()) {
        // Jump
        // - Only when pressing the button down
        // - With a timeout so you can press the button slightly before landing     
        if (canJump && Time.time < lastJumpButtonTime + jumpTimeout) {
            verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight);
            SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
        }
    }
}

function ApplyGravity () {
    if (isControllable) { // don't move player at all if not controllable.
        // Apply gravity
        var jumpButton = Input.GetButton("Jump");

        // * When falling down we use controlledDescentGravity (only when holding down jump)
        var controlledDescent = canControlDescent && verticalSpeed <= 0.0 && jumpButton && jumping;

        // When we reach the apex of the jump we send out a message
        if (jumping && !jumpingReachedApex && verticalSpeed <= 0.0) {
            jumpingReachedApex = true;
            SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
        }

        // * When jumping up we don't apply gravity for some time when the user is holding the jump button
        //   This gives more control over jump height by pressing the button longer
        var extraPowerJump =  IsJumping () && verticalSpeed > 0.0 && jumpButton && transform.position.y < lastJumpStartHeight + extraJumpHeight;

        if (controlledDescent)          
            verticalSpeed -= controlledDescentGravity * Time.deltaTime;
        else if (extraPowerJump) return;
        else if (IsGrounded ()) verticalSpeed = 0.0;
        else verticalSpeed -= gravity * Time.deltaTime;
    }
}

function CalculateJumpVerticalSpeed (targetJumpHeight : float) {
    // From the jump height and gravity we deduce the upwards speed 
    // for the character to reach at the apex.
    return Mathf.Sqrt(2 * targetJumpHeight * gravity);
}

function DidJump () {
    jumping = true;
    jumpingReachedApex = false;
    lastJumpTime = Time.time;
    lastJumpStartHeight = transform.position.y;
    touchWallJumpTime = -1;
    lastJumpButtonTime = -10;
}

function Update() {
    if (!isControllable) {
        // kill all inputs if not controllable.
        Input.ResetInputAxes();
    }

    if (Input.GetButtonDown ("Jump")) lastJumpButtonTime = Time.time;

    UpdateSmoothedMovementDirection();

    // Apply gravity
    // - extra power jump modifies gravity
    // - controlledDescent mode modifies gravity
    ApplyGravity ();

    // Perform a wall jump logic
    // - Make sure we are jumping against wall etc.
    // - Then apply jump in the right direction)
    if (canWallJump) ApplyWallJump();

    // Apply jumping logic
    ApplyJumping ();

    // Calculate actual motion
    var movement = moveDirection * moveSpeed + Vector3 (0, verticalSpeed, 0) + inAirVelocity;
    movement *= Time.deltaTime;

    // Move the controller
    var controller : CharacterController = GetComponent(CharacterController);
    wallJumpContactNormal = Vector3.zero;
    collisionFlags = controller.Move(movement);

    // Set rotation to the move direction
    if (IsGrounded()) {
        if(slammed) { // we got knocked over by an enemy. We need to reset some stuff
            slammed = false;
            controller.height = 2;
            transform.position.y += 0.75;
        }   
        transform.rotation = Quaternion.LookRotation(moveDirection);        
    }
    else if(!slammed) {
        var xzMove = movement;
        xzMove.y = 0;
        if (xzMove.sqrMagnitude > 0.001)
            transform.rotation = Quaternion.LookRotation(xzMove);
    }   

    // We are in jump mode but just became grounded
    if (IsGrounded()) {
        lastGroundedTime = Time.time;
        inAirVelocity = Vector3.zero;
        if (jumping) {
            jumping = false;
            SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
        }
    }
}

function OnControllerColliderHit (hit : ControllerColliderHit ) {
    //Debug.DrawRay(hit.point, hit.normal);
    if (hit.moveDirection.y > 0.01) 
    return;
    wallJumpContactNormal = hit.normal;
}

function GetSpeed () {
    return moveSpeed;
}

function IsJumping () {
    return jumping && !slammed;
}

function IsGrounded () {
    return (collisionFlags & CollisionFlags.CollidedBelow) != 0;
}

function SuperJump (height : float) {
    verticalSpeed = CalculateJumpVerticalSpeed (height);
    collisionFlags = CollisionFlags.None;
    SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
}

function SuperJump (height : float, jumpVelocity : Vector3) {
    verticalSpeed = CalculateJumpVerticalSpeed (height);
    inAirVelocity = jumpVelocity;

    collisionFlags = CollisionFlags.None;
    SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
}

function Slam (direction : Vector3) {
    verticalSpeed = CalculateJumpVerticalSpeed (1);
    inAirVelocity = direction * 6;
    direction.y = 0.6;
    Quaternion.LookRotation(-direction);
    var controller : CharacterController = GetComponent(CharacterController);
    controller.height = 0.5;
    slammed = true;
    collisionFlags = CollisionFlags.None;
    SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
}

function GetDirection () {
    return moveDirection;
}

function IsMovingBackwards () {
    return movingBack;
}

function GetLockCameraTimer () {
    return lockCameraTimer;
}

function IsMoving () : boolean {
    return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5;
}

function HasJumpReachedApex () {
    return jumpingReachedApex;
}

function IsGroundedWithTimeout () {
    return lastGroundedTime + groundedTimeout > Time.time;
}

function IsControlledDescent () {
    // * When falling down we use controlledDescentGravity (only when holding down jump)
    var jumpButton = Input.GetButton("Jump");
    return canControlDescent && verticalSpeed <= 0.0 && jumpButton && jumping;
}

function Reset () {
    gameObject.tag = "Player";
}
// Require a character controller to be attached to the same game object
@script RequireComponent(CharacterController)
@script AddComponentMenu("Third Person Player/Third Person Controller")

GameHUD

// GameHUD: Platformer Tutorial Master GUI script.

// This script handles the in-game HUD, showing the lives, number of fuel cells remaining, etc.

var guiSkin: GUISkin;
var nativeVerticalResolution = 1200.0;

// main decoration textures:
var healthImage: Texture2D;
var healthImageOffset = Vector2(0, 0);

// the health 'pie chart' assets consist of six textures with alpha channels. Only one is ever shown:
var healthPieImages : Texture2D[];
var healthPieImageOffset = Vector2(10, 147);

// the lives count is displayed in the health image as a text counter
var livesCountOffset = Vector2(425, 160);

// The fuel cell decoration image on the right side
var fuelCellsImage: Texture2D;
var fuelCellOffset = Vector2(0, 0);

// The counter text inside the fuel cell image
var fuelCellCountOffset = Vector2(391, 161);

private var playerInfo : ThirdPersonStatus;

// Cache link to player's state management script for later use.
function Awake()
{
    playerInfo = FindObjectOfType(ThirdPersonStatus);
    if (!playerInfo) Debug.Log("No link to player's state manager.");
}

function OnGUI () {

    var itemsLeft = playerInfo.GetRemainingItems(); // fetch items remaining -- the fuel cans. This can be a negative number!

    // Similarly, health needs to be clamped to the number of pie segments we can show.
    // We also need to check it's not negative, so we'll use the Mathf Clamp() function:
    var healthPieIndex = Mathf.Clamp(playerInfo.health, 0, healthPieImages.length);

    // Displays fuel cans remaining as a number.    
    // As we don't want to display negative numbers, we clamp the value to zero if it drops below this:
    if (itemsLeft < 0) itemsLeft = 0;

    // Set up gui skin
    GUI.skin = guiSkin;

    // Our GUI is laid out for a 1920 x 1200 pixel display (16:10 aspect). The next line makes sure it rescales nicely to other resolutions.
    GUI.matrix = Matrix4x4.TRS (Vector3(0, 0, 0), Quaternion.identity, Vector3 (Screen.height / nativeVerticalResolution, Screen.height / nativeVerticalResolution, 1)); 

    // Health & lives info.
    DrawImageBottomAligned( healthImageOffset, healthImage); // main image.

    // now for the pie chart. This is where a decent graphics package comes in handy to check relative sizes and offsets.
    var pieImage = healthPieImages[healthPieIndex-1];
    DrawImageBottomAligned( healthPieImageOffset, pieImage );

    // Displays lives left as a number. 
    DrawLabelBottomAligned( livesCountOffset, playerInfo.lives.ToString() );    

    // Now it's the fuel cans' turn. We want this aligned to the lower-right corner of the screen:
    DrawImageBottomRightAligned( fuelCellOffset, fuelCellsImage);
    DrawLabelBottomRightAligned( fuelCellCountOffset, itemsLeft.ToString() );
}

function DrawImageBottomAligned (pos : Vector2, image : Texture2D) {
    GUI.Label(Rect (pos.x, nativeVerticalResolution - image.height - pos.y, image.width, image.height), image);
}

function DrawLabelBottomAligned (pos : Vector2, text : String) {
    GUI.Label(Rect (pos.x, nativeVerticalResolution - pos.y, 100, 100), text);
}

function DrawImageBottomRightAligned (pos : Vector2, image : Texture2D) {
    var scaledResolutionWidth = nativeVerticalResolution / Screen.height * Screen.width;
    GUI.Label(Rect (scaledResolutionWidth - pos.x - image.width, nativeVerticalResolution - image.height - pos.y, image.width, image.height), image);
}

function DrawLabelBottomRightAligned (pos : Vector2, text : String) {
    var scaledResolutionWidth = nativeVerticalResolution / Screen.height * Screen.width;
    GUI.Label(Rect (scaledResolutionWidth - pos.x, nativeVerticalResolution - pos.y, 100, 100), text);
}

Never post that much code at once. You posted an entire script that wasn't even generating any errors and missed the script that was generating most of your errors. Also, format your code correctly - convert tabs to spaces and then use the format code button 101010 at the top to format code in your posts and separate your scripts so that we can tell them apart.

No one has the time or patience to sort out bugs you introduced into scripts this long. Read your error messages: They tell you the script and line number of the error which is more than enough to go on: For example:

  • Your LevelStatus error is on line 44 where you broke a comment onto the next line, starting that line with the word "itself", but did not comment it out.
  • All of your ThirdPersonStatus (which you didn't include by the way) errors on lines 43, 82, and 85 are all because you are trying to access some variable "lives" which doesn't exist.
  • Your GameHUD error on line 65 is again because you are trying to access a ThirdPersonStatus script variable "lives" which does not exist.