Короче фишка такая. Я не могу удалить пробелом все элементы. То есть я понимаю из-за чего ошибка, но не знаю как ее можно обойти. Пробел - удаление.

Graphics3D 640,480,16,2
Const UPS=60
Const Max=10; - number of trackS
Type tank1
Field xPosition#
Field yPosition#
Field zPosition#
Field obj
End Type
Dim cube (Max);track
Dim cube2(Max);track
Global speed#=0
Global ok=0
Global ok1=True
kdown=KeyDown(200)
;Cam & light
camera=CreateCamera()
CameraClsColor camera,0,0,255
PositionEntity camera,0,10,0
CameraRange camera,1,20
RotateEntity camera ,90,0,0
l=CreateLight()
RotateEntity l,45,0,0
;ground=CreateCube()
;PositionEntity ground,0,-1,0
;ScaleMesh ground,15,1,15
;EntityColor ground,128,128,192
;tankModel=CreateCube()
t1.tank1=New tank1
;Create details of tank
tank1=CreateCube()
ScaleMesh tank1,1,.1,.5
PositionEntity tank1,0,0,0
tower=CreateSphere(4, tank1)
ScaleMesh tower,.3,.3,.3
PositionMesh tower,0,.2,0
wheel1=CreateCube( tank1)
ScaleMesh wheel1,.5,.05,.05
PositionMesh wheel1,0,0,.6
wheel2=CreateCube(tank1)
ScaleMesh wheel2,.5,.05,.05
PositionMesh wheel2,0,0,-.6
cannon=CreateCylinder(6,tower)
ScaleMesh cannon,.1,.5,.1
RotateMesh cannon,0,0,100
PositionMesh cannon,.6,.4,0
;Original cube. It makes tracks
cube(0)=CreateCube()
ScaleEntity cube(0),.025,.025,.025
HideEntity cube(0)
;animated track
For i = 1 To Max
cube(i) = CopyEntity(cube(0))
cube2(i) = CopyEntity(cube(0))
EntityParent cube(i), tank1
EntityParent cube2(i), tank1
RotateEntity cube(i),0,0,0
PositionEntity cube(i),-1,-.25,.6
SetAnimKey cube(i),0
RotateEntity cube(i),0,0,0
PositionEntity cube(i),-1,.25,.6
SetAnimKey cube(i),60
RotateEntity cube(i),0,0,0
PositionEntity cube(i),1,.25,.6
SetAnimKey cube(i),120
RotateEntity cube(i),0,0,0
PositionEntity cube(i),1,-.25,.6
SetAnimKey cube(i),180
RotateEntity cube(i),0,0,0
PositionEntity cube(i),-1,-.25,.6
SetAnimKey cube(i),240
RotateEntity cube2(i),0,0,0
PositionEntity cube2(i),-1,-.25,-.6
SetAnimKey cube2(i),0
RotateEntity cube2(i),0,0,0
PositionEntity cube2(i),-1,.25,-.6
SetAnimKey cube2(i),60
RotateEntity cube2(i),0,0,0
PositionEntity cube2(i),1,.25,-.6
SetAnimKey cube2(i),120
RotateEntity cube2(i),0,0,0
PositionEntity cube2(i),1,-.25,-.6
SetAnimKey cube2(i),180
RotateEntity cube2(i),0,0,0
PositionEntity cube2(i),-1,0,-.6
SetAnimKey cube2(i),240
Next
For i=1 To Max
AddAnimSeq cube(i),240
AddAnimSeq cube2(i),240
Next
For i=1 To Max
Animate cube(i),1,1,0, i*24
Animate cube2(i),1,1,0, i*24
Next
i=0
While i<240
UpdateWorld
i=i+1
Wend
;Color set
black_br=CreateBrush(0,0,0)
PaintMesh tank1,black_br
white_br=CreateBrush(255,255,255)
PaintMesh tower,white_br
grey_br=CreateBrush(119,136,122)
PaintMesh cannon,grey_br
orange_br=CreateBrush(226,118,29)
PaintMesh wheel1,orange_br
PaintMesh wheel2,orange_br
rose_br=CreateBrush(214,58,218)
PaintMesh tower,rose_br
;addMeshes (details of tank)
AddMesh tower, tank1
AddMesh wheel1, tank1
AddMesh wheel2, tank1
AddMesh cannon, tank1
FreeEntity tower
FreeEntity wheel1
FreeEntity wheel2
FreeEntity cannon
period=1000/UPS
time=MilliSecs()-period
Repeat
Repeat
elapsed=MilliSecs()-time
Until elapsed
ticks=elapsed/period
tween#=Float(elapsed Mod period)/Float(period)
For k=1 To ticks
time=time+period
If KeyHit(57)
FreeEntity cube(0)
For i=1 To max
HideEntity cube(i)
HideEntity cube2(i)
Next
FreeEntity tank1
End If
If Not KeyDown(200)
For i=1 To Max
Local p#=AnimTime#(cube(i))
SetAnimTime cube(i),p#
p#=AnimTime#(cube2(i))
SetAnimTime cube2(i),p#
Next
EndIf
If KeyHit(200) Then
p#=AnimTime#(cube(1))
For i=1 To Max
Animate cube(i),1,1,0, i*24
Animate cube2(i),1,1,0, i*24
Next
i=0
WaitKey
While i<240+p#
UpdateWorld
i=i+1
Wend
EndIf
For t1.tank1=Each tank1
If KeyDown(203) Then TurnEntity tank1,0,3,0
If KeyDown(205) Then TurnEntity tank1,0,-3,0
If KeyDown(200) Then MoveEntity tank1,.1,0,0
If KeyDown(208) Then MoveEntity tank1,-.1,0,0
Next
If KeyHit(1) End
UpdateWorld
Next
RenderWorld tween
Flip
Forever