im getting tis bce044 expecting },found". here is my full script but it says last line! I dunno how to place a scriot so... var PlayerState : float; var PlayerAnimSec : GameObject; var JumpingAnimationSec : GameObject; var PlayerCamera : GameObject; var PlayerMotor : CharacterMotor; var WalkingSpeed : float = 6; var AimingInSpeed : float = 2; var SprintingSpeed : float = 8; var CrouchingSpeed : float = 3; var ProneSpeed :float = 1.5; var CanSprint : boolean = true; var PlayerBossController : CharacterController; var CharacterMag; var PlayerAimingInSpeed : float = 0.2; var Jumped : boolean; var ReloadingGun : boolean; var PlayerTopGun : GameObject; var AimingIn : boolean = false; var GunDown : boolean = false; var PlayerStatus : int = 0; function Update () { PlayerStateController(); PlayerAnims(); CharacterMag = PlayerBossController.velocity.magnitude; ButtonClicker(); PlayerStatusSetter(); } function PlayerStatusSetter() { PlayerStatus = PlayerCamera.transform.parent.gameObject.GetComponent(PlayerController).PlayerState; if (PlayerStatus==0) { } } function ButtonClicker() { if (Input.GetButtonDown("Gun Down")) { if (GunDown == true) GunDown = false; else if (GunDown == false) GunDown = true; } } function ReloadController() { ReloadingGun = PlayerTopGun.GetComponent(GunScript).Reloading; } function PlayerStateController() { if ((Input.GetAxis("Vertical") !=0 || Input.GetAxis("Horizontal") !=0)) { if (Input.GetButton("Sprint")!Input.GetButton("Fire2") PlayerBossController.isGrounded) { PlayerState = 2; AimingIn = false; } else if (Input.GetButton("Fire2") !Input.GetButton("Sprint")) { PlayerState = 3; AimingIn = true; } else { PlayerState = 1; AimingIn = false; } } else if (GunDown == true !Input.GetButton("Fire2") !Input.GetButton("Fire1")) { PlayerState = -1; } else if (!Input.GetButton("Fire2")) { PlayerState = 0; AimingIn = false; } else if (Input.GetButton("Fire2") !Input.GetButton("Sprint") ReloadingGun == false) { PlayerState = 3; AimingIn = true; } } function PlayerAnims() { if (Jumped !PlayerBossController.isGrounded) { Jumped = false; JumpingAnimationSec.animation.Play("Jumpingliftoff Animation"); } if (!Jumped PlayerBossController.isGrounded) { Jumped = true; JumpingAnimationSec.animation.Play("Jumpingland Animation"); } if (PlayerState == -1) { PlayerAnimSec.animation.CrossFade("Gun Down Idle Animation"); } if (PlayerState == 0) { PlayerAnimSec.animation.CrossFade("Idle Animation"); } else if (PlayerState == 1 PlayerBossController.isGrounded) { PlayerAnimSec.animation["Walking Animation"].speed = CharacterMag/WalkingSpeed; PlayerAnimSec.animation.CrossFade("Walking Animation"); if (PlayerStatus==0) { PlayerMotor.movement.maxForwardSpeed = WalkingSpeed; PlayerMotor.movement.maxBackwardsSpeed = WalkingSpeed/2; PlayerMotor.movement.maxSidewaysSpeed = WalkingSpeed; } if (PlayerStatus==2) { PlayerMotor.movement.maxForwardSpeed = CrouchingSpeed; PlayerMotor.movement.maxBackwardsSpeed = CrouchingSpeed/2; PlayerMotor.movement.maxSidewaysSpeed = CrouchingSpeed; } } else if (PlayerState == 2 PlayerBossController.isGrounded) { PlayerAnimSec.animation["Sprint Animation"].speed = CharacterMag/SprintingSpeed; PlayerAnimSec.animation.CrossFade("Sprint Animation"); if (PlayerStatus==0) { PlayerMotor.movement.maxForwardSpeed = SprintingSpeed; PlayerMotor.movement.maxBackwardsSpeed = SprintingSpeed/2; PlayerMotor.movement.maxSidewaysSpeed = SprintingSpeed; } } else if (PlayerState == 3) { PlayerAnimSec.animation["Aiming In Idle Animation"].speed = 1+(CharacterMag/WalkingSpeed); PlayerAnimSec.animation.CrossFade("Aiming In Idle Animation",PlayerAimingInSpeed); if (PlayerStatus==0) { PlayerMotor.movement.maxForwardSpeed = AimingInSpeed; PlayerMotor.movement.maxBackwardsSpeed = AimingInSpeed/2; PlayerMotor.movement.maxSidewaysSpeed = AimingInSpeed; } if (PlayerStatus==2) { PlayerMotor.movement.maxForwardSpeed = CrouchingSpeed/2; PlayerMotor.movement.maxBackwardsSpeed = CrouchingSpeed/3; PlayerMotor.movement.maxSidewaysSpeed = CrouchingSpeed/2; } }