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Question by Raxis · Aug 09, 2012 at 12:00 PM · errormovementbce0044

Expecting EOF Found }

I'm getting the error: Expecting EOF Found }. This is my script:

     var walkAcceleration : float = 5;
     var walkDeacceleration : float = 5;
     var cameraObject : GameObject;
     var maxWalkSpeed : float = 20;
     @HideInInspector
     var horizontalMovement : Vector2;
     var jumpVelocity : float = 20;
     @HideInInspector
     var grounded : boolean = false;
     var maxSlope : float = 60;
 
     function Update () 
     {
         horizontalMovement = Vector2(rigidbody.velocity.x, rigidbody.velocity.z);
         if (horizontalMovement.magnitude > maxWalkSpeed) 
         {
             horizontalMovement.Normalize ();
             horizontalMovement *= maxWalkSpeed;
         }
         rigidbody.velocity.x = horizontalMovement.x;
         rigidbody.velocity.z = horizontalMovement.y;
    
         if (Input.GetAxis("Horizontal") == 0 && Input.GetAxis("Vertical") == 0)
             rigidbody.velocity.x /= walkDeacceleration;
         rigidbody.velocity.z /= walkDeacceleration;
     }
     
     transform.rotation = Quaternion.Euler(0, cameraObject.GetComponent(FPSMouseLook).currentYRotation, 0);
     rigidbody.AddRelativeForce(Input.GetAxis("Horizontal") * walkAcceleration, 0, Input.GetAxis("Vertical") * walkAcceleration);
     
     if (Input.GetButtonDown("Jump") && grounded);
     rigidbody.AddRelativeForce(Input.GetAxis("Horizontal") * walkAcceleration, 0, Input.GetAxis("Vertical") * walkAcceleration);
    
    
 }
 
 function  OnCollisionStay (collision : Collision) 
 {
     for (var contact : ContactPoint in collision.contacts)
     {
         if (Vector3.Angle(contact.normal, Vector3.up) < maxSlope)
             grounded = true;
     }
 }
 
 function OnCollisionExit ()
 {
     grounded = false;
 }

I'm trying to get a movement script going. I know what the error means but how can I Fix it, thanks!

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Answer by slayer29179 · Aug 09, 2012 at 12:07 PM

i can see you missed a { from the if but i might be wrong? heres mine;

        if (Input.GetAxis("Horizontal") == 0 && Input.GetAxis("Vertical") == 0)
 {
        rigidbody.velocity.x /= walkDeacceleration;
        rigidbody.velocity.z /= walkDeacceleration;
 }
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avatar image slayer29179 · Aug 09, 2012 at 12:09 PM 0
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just tested it on $$anonymous$$e and that fixed the error :)

avatar image Raxis · Aug 09, 2012 at 12:15 PM 0
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Thanks for such a quick reply, Ill check it out when I'm next on my computer. BTW, we must be using the same script xD $$anonymous$$aybe?

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Answer by $$anonymous$$ · Aug 09, 2012 at 12:21 PM

This means when your curly braces are not balanced. Here I don't see '{' matching one in "rigidbody.velocity.z /= walkDeacceleration;}".

You really should format the code then it'd be obvious where you missed the braces.

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Answer by Bunny83 · Aug 09, 2012 at 12:20 PM

slayer29179 is right. I reformated your code according to normal indention rules. I've found two things:

  • Like slayer29179 said, the main problem is that you're probably missing the opening bracket for the walkDeacceleration input block.

  • Right the next jump-"if"-block is terminated by a semicolon, so the line after will not be affected by the if statement. The if is pretty much useless in the current form. I guess you don't want this semicolon ;)

So your Update should look like this:

 function Update () 
 {
     horizontalMovement = Vector2(rigidbody.velocity.x, rigidbody.velocity.z);
     if (horizontalMovement.magnitude > maxWalkSpeed) 
     {
         horizontalMovement.Normalize ();
         horizontalMovement *= maxWalkSpeed;
     }
     rigidbody.velocity.x = horizontalMovement.x;
     rigidbody.velocity.z = horizontalMovement.y;

     if (Input.GetAxis("Horizontal") == 0 && Input.GetAxis("Vertical") == 0)
     {
         rigidbody.velocity.x /= walkDeacceleration;
         rigidbody.velocity.z /= walkDeacceleration;
     }
     
     transform.rotation = Quaternion.Euler(0, cameraObject.GetComponent(FPSMouseLook).currentYRotation, 0);
     rigidbody.AddRelativeForce(Input.GetAxis("Horizontal") * walkAcceleration, 0, Input.GetAxis("Vertical") * walkAcceleration);
     
     if (Input.GetButtonDown("Jump") && grounded)
         rigidbody.AddRelativeForce(Input.GetAxis("Horizontal") * walkAcceleration, 0, Input.GetAxis("Vertical") * walkAcceleration);
 }

When you use a good IDE it should tell you which is the closing bracket for a given opening bracket. Just move the text-cursor onto the bracket.

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avatar image Raxis · Aug 09, 2012 at 12:29 PM 0
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Thanks mate!

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