true and false wont work!

Hello everyone, well it seems that unity wont reconise the words true and false. Is there anything that i can do to make unity reconise thoes words. I find ot pretty hard making a some sort of "dying" script without using true and false. I have tried reinstalling Unity but it is still the same. Please help me Thanks!

make sure use code "var : boolean = true;" before start type code...:)

example:

var ready : boolean = true;

function Start() {
    print("the answer is"+ ready); //See your console "the answer is true"

    yield WaitForSeconds(1); //Take a break for 1 second

    ready = false;
    print("the answer is"+ ready); //See your console "the answer is false"
}

Unity scripts do recognise true and false be it the mono or javascript.

If you're having some problems with your scripting maybe you could post some of it so we could help out more.

@Jono 1
Transform.position = Vector3(0.0002233056,0.2736679,-3.468594) I can’t remember what it is exactly but it is like this

I am having the same problems can someone take this script and change it so u respawn when you press "r" to this location 0.0002233056,0.2736679,-3.468594 the bullit var is called fireBall the script is for a coco nut that can move and shoot the coco nut is called Sphere in the hierachy i wan't to respawn when the fireball hits me THANKS!

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

function Update ()
    {
        var controller : CharacterController = GetComponent(CharacterController);
        transform.Rotate(0, Input.GetAxis ("Horizontal") * rotateSpeed, 0);
        var forward = transform.TransformDirection(Vector3.forward);
        var curSpeed = speed * Input.GetAxis ("Vertical");
        controller.SimpleMove(forward * curSpeed);

        if(Input.GetButtonDown("Jump"))
        {
            var bullit= Instantiate(bullitPrefab,GameObject.Find("SpawnPoint").transform.position,
            Quaternion.identity);
            bullit.rigidbody.AddForce(transform.forward * 2000);

        }
    }

@script RequireComponent(CharacterController)