// by commy2 ["ACE3", localize "STR_ACE_Vector_AzimuthKey", { // Conditions: canInteract _exceptions = []; if !(_exceptions call EGVAR(common,canInteract)) exitWith {false}; // Conditions: specific if !(currentWeapon ACE_player == "ACE_Vector" && {ACE_player == cameraOn} && {cameraView == "GUNNER"}) exitWith {false}; // prevent holding down if (GETGVAR(isDownStateKey1,false)) exitWith {false}; GVAR(isDownStateKey1) = true; // Statement ["azimuth"] call FUNC(onKeyDown); true }, [15, [false, false, false]], false, "keydown" ] call CBA_fnc_registerKeybind; ["ACE3", localize "STR_ACE_Vector_AzimuthKey", { // prevent holding down GVAR(isDownStateKey1) = false; // Conditions: canInteract _exceptions = []; if !(_exceptions call EGVAR(common,canInteract)) exitWith {false}; // Statement ["azimuth"] call FUNC(onKeyUp); true }, [15, [false, false, false]], false, "keyup" ] call CBA_fnc_registerKeybind; ["ACE3", localize "STR_ACE_Vector_DistanceKey", { // Conditions: canInteract _exceptions = []; if !(_exceptions call EGVAR(common,canInteract)) exitWith {false}; // Conditions: specific if !(currentWeapon ACE_player == "ACE_Vector" && {ACE_player == cameraOn} && {cameraView == "GUNNER"}) exitWith {false}; // prevent holding down if (GETGVAR(isDownStateKey2,false)) exitWith {false}; GVAR(isDownStateKey2) = true; // Statement ["distance"] call FUNC(onKeyDown); true }, [19, [false, false, false]], false, "keydown" ] call CBA_fnc_registerKeybind; ["ACE3", localize "STR_ACE_Vector_DistanceKey", { // prevent holding down GVAR(isDownStateKey2) = false; // Conditions: canInteract _exceptions = []; if !(_exceptions call EGVAR(common,canInteract)) exitWith {false}; // Statement ["distance"] call FUNC(onKeyUp); true }, [19, [false, false, false]], false, "keyup" ] call CBA_fnc_registerKeybind;