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Question by mjrm · Jul 18, 2014 at 06:14 AM · errorfound

BCE0044: expecting EOF, found '}'.

Please help me i cant play with that error

thats my code

 // ----------- CAR TUTORIAL SAMPLE PROJECT, ? Andrew Gotow 2009 -----------------
 
 // Here's the basic car script described in my tutorial at www.gotow.net/andrew/blog.
 // A Complete explaination of how this script works can be found at the link above, along
 // with detailed instructions on how to write one of your own, and tips on what values to 
 // assign to the script variables for it to work well for your application.
 
 // Contact me at Maxwelldoggums@Gmail.com for more information.
 
 // These variables allow the script to power the wheels of the car.
 var FrontLeftWheel : WheelCollider;
 var FrontRightWheel : WheelCollider;
 var BackLeftWheel : WheelCollider;
 var BackRightWheel : WheelCollider;
 
 var GasButton : GUITexture;
 var brakeButton : GUITexture;
 var liftTurnButton : GUITexture;
 var rightTurnButton : GUITexture;
 
 var motorInputTouch : int = 0;
 var brakePower : float = 200;
 
 // These variables are for the gears, the array is the list of ratios. The script
 // uses the defined gear ratios to determine how much torque to apply to the wheels.
 var GearRatio :  float[];
 var DifferentialRatio : float = 3.21;
 var CurrentGear : int = 0;
 
 // These variables are just for applying torque to the wheels and shifting gears.
 // using the defined Max and Min Engine RPM, the script can determine what gear the
 // car needs to be in.
 var EngineTorque : float = 600.0;
 var MaxEngineRPM : float = 7000.0;
 var MinEngineRPM : float = 1000.0;
 var EngineRPM : float = 0.0;
 
 ///
 
 function Awake () {
   GasButton = gameObject.Find("gaz_run").guiTexture;
   brakeButton = gameObject.Find("gaz_break").guiTexture;
   liftTurnButton = gameObject.Find("BUT_YSAR").guiTexture;
   rightTurnButton = gameObject.Find("BUT_YMYN").guiTexture;
 
 }
 
 //var FrontWheelDrive : int = 1;
 //var RearWheelDrive : int = 1;
 
 // Center Of Mass
 var COMX : float = 0;
 var COMY : float = -0.2;
 var COMZ : float = 0.5;
 
 function Start () {
     // I usually alter the center of mass to make the car more stable. I'ts less likely to flip this way.
     rigidbody.centerOfMass.x = COMX;
     rigidbody.centerOfMass.y = COMY;
     rigidbody.centerOfMass.z = COMZ;
     }
 
 
 function Update () {
 
    for (var touch : Touch in Input.touches)
    {
      if (touch.phase == TouchPhase.Stationary && gasButton.HitTest (touch.position)) {
      motornInputTouch = 1;
 }
      else if (touch.phase == TouchPhase.Ended && gasButton.HitTest) {
      motornInputTouch = 0;
 }
      if (touch.phase == TouchPhase.Stationary && brakeButton.HitTest (touch.position)) {
      brakePower = 200;
 }
      else if (touch.phase == TouchPhase.Ended && brakeButton.HitTest) {
      brakePower = 0;
 }
      if (touch.phase == TouchPhase.Stationary && liftTurnButton.HitTest (touch.position)) {
      FrontLeftWheel.steerAngel = -15;
      FrontRightWheel.steerAngel = -15;
 }
      else if (touch.phase == TouchPhase.Ended && liftTurnButton.HitTest) {
      FrontLeftWheel.steerAngel = 0;
      FrontRightWheel.steerAngel = 0;
 }
      if (touch.phase == TouchPhase.Stationary && rightTurnButton.HitTest (touch.position)) {
      FrontLeftWheel.steerAngel = 15;
      FrontRightWheel.steerAngel = 15;
 }
      else if (touch.phase == TouchPhase.Ended && rightTurnButton.HitTest) {
      FrontLeftWheel.steerAngel = 0;
      FrontRightWheel.steerAngel = 0;
 }
 }
 }
 
 
 
 
     //update center of mass
     rigidbody.centerOfMass.x = COMX;
     rigidbody.centerOfMass.y = COMY;
     rigidbody.centerOfMass.z = COMZ;
     
     // This is to limith the maximum speed of the car, adjusting the drag probably isn't the best way of doing it,
     // but it's easy, and it doesn't interfere with the physics processing.
     rigidbody.drag = rigidbody.velocity.magnitude / 250;
     
     // Compute the engine RPM based on the average RPM of the two wheels, then call the shift gear function
     EngineRPM = Mathf.Abs(BackLeftWheel.rpm + BackRightWheel.rpm)/2 * GearRatio[CurrentGear] * DifferentialRatio;
     if ( EngineRPM>10000) {EngineRPM =10000;}
     if ( EngineRPM<0) {EngineRPM =0;}
     ShiftGears();
 
     // set the audio pitch to the percentage of RPM to the maximum RPM plus one, this makes the sound play
     // up to twice it's pitch, where it will suddenly drop when it switches gears.
     audio.pitch = Mathf.Abs(EngineRPM / MaxEngineRPM) + 0.5 ;
     // this line is just to ensure that the pitch does not reach a value higher than is desired.
     if ( audio.pitch > 1.5 ) {
         audio.pitch = 1.5;
     }
 
     // finally, apply the values to the wheels.    The torque applied is divided by the current gear, and
     // multiplied by the user input variable.
     //if (FrontWheelDrive) {
     //    FrontLeftWheel.motorTorque = -EngineTorque * GearRatio[CurrentGear]*DifferentialRatio * Input.GetAxis("Vertical") *1000;
     //    FrontRightWheel.motorTorque = -EngineTorque * GearRatio[CurrentGear]*DifferentialRatio * Input.GetAxis("Vertical") *1000;
     //}
     //if (RearWheelDrive) {
         BackLeftWheel.motorTorque = -EngineTorque * GearRatio[CurrentGear] * DifferentialRatio * motorInputTouch;
         BackRightWheel.motorTorque = -EngineTorque * GearRatio[CurrentGear] * DifferentialRatio * motorInputTouch;
     //}
 
     // the steer angle is an arbitrary value multiplied by the user input.
     ///FrontLeftWheel.steerAngle = 35 * Input.GetAxis("Horizontal");
     //FrontRightWheel.steerAngle = 35 * Input.GetAxis("Horizontal");
      }
 
 function ShiftGears() {
     // this funciton shifts the gears of the vehcile, it loops through all the gears, checking which will make
     // the engine RPM fall within the desired range. The gear is then set to this "appropriate" value.
     if ( EngineRPM >= MaxEngineRPM ) {
         var AppropriateGear : int = CurrentGear;
         
         for ( var i = 0; i < GearRatio.length; i ++ ) {
             if ( Mathf.Abs(BackLeftWheel.rpm + BackRightWheel.rpm)/2 * GearRatio[i]*DifferentialRatio < MaxEngineRPM ) {
                 AppropriateGear = i;
                 break;
             }
         }
         
         CurrentGear = AppropriateGear;
     }
     
     if ( EngineRPM <= MinEngineRPM ) {
         AppropriateGear = CurrentGear;
         
         for ( var j = GearRatio.length-1; j >= 0; j -- ) {
             if ( Mathf.Abs(BackLeftWheel.rpm + BackRightWheel.rpm)/2 * GearRatio[j]*DifferentialRatio > MinEngineRPM ) {
                 AppropriateGear = j;
                 break;
             }
         }
         
         CurrentGear = AppropriateGear;
     }
 }
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avatar image zharik86 · Jul 18, 2014 at 06:45 AM 0
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Your code

  //update center of mass
  rigidbody.centerOf$$anonymous$$ass.x = CO$$anonymous$$X;
  ...
  if ( audio.pitch > 1.5 ) {
   audio.pitch = 1.5;
  }

Hangs in space. Delete in line 97 your scipt "}". After has to work.

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Answer by robertbu · Jul 18, 2014 at 06:46 AM

The problem is that the '}' on line 97 closes off your Update() function, so all the code below it is outside of any function. This is not what the compiler expects, nor what I think you were trying to do. While I cannot be sure without spending more time with the code with the code, I believe you want to delete the '}' on line 97. There are a few other problems.

You use 'GasButton' and'gasButton' in your code. They need to agree exactly.

You declare the variable as ' motorInputTouch' but you use 'motornInputTouch' in the code (see the extra 'n' after the 'r'). Again these two need to agree.

In a number of places you use 'steerAngel' when it should be 'steerAngle'.

Fix these and your code should compile.

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avatar image mjrm · Jul 18, 2014 at 08:53 PM 0
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i have some problems after delete "}"

BCE0044: expecting (, found 'ShiftGears'.

UCE0001: ';' expected. Insert a semicolon at the end.

BCE0044: expecting }, found ''.

avatar image robertbu · Jul 18, 2014 at 09:06 PM 0
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Your new errors are not ones I get (and I just tried it again). $$anonymous$$y guess is that you made other changes. Start with a fresh copy of the above script. Then delete line 97 as listed in the script above (it may be different in your editor).

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