// by esteldunedain #include "script_component.hpp" if !(hasInterface) exitWith {}; // Add keybinds ["ACE3 Weapons", QGVAR(SelectPistolNew), localize "STR_ACE_WeaponSelect_SelectPistol", { // Conditions: canInteract if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false}; // Statement [ACE_player, handgunWeapon ACE_player] call FUNC(selectWeaponMode); false }, {false}, [0, [false, false, false]], false] call cba_fnc_addKeybind; //1 Key ["ACE3 Weapons", QGVAR(SelectRifleNew), localize "STR_ACE_WeaponSelect_SelectRifle", { // Conditions: canInteract if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false}; // Statement [ACE_player, primaryWeapon ACE_player] call FUNC(selectWeaponMode); false }, {false}, [0, [false, false, false]], false] call cba_fnc_addKeybind; //2 Key ["ACE3 Weapons", QGVAR(SelectRifleMuzzleNew), localize "STR_ACE_WeaponSelect_SelectRifleMuzzle", { // Conditions: canInteract if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false}; // Statement [ACE_player, primaryWeapon ACE_player] call FUNC(selectWeaponMuzzle); false }, {false}, [0, [false, false, false]], false] call cba_fnc_addKeybind; //3 Key ["ACE3 Weapons", QGVAR(SelectLauncherNew), localize "STR_ACE_WeaponSelect_SelectLauncher", { // Conditions: canInteract if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false}; // Statement [ACE_player, secondaryWeapon ACE_player] call FUNC(selectWeaponMode); false }, {false}, [0, [false, false, false]], false] call cba_fnc_addKeybind; //4 Key ["ACE3 Weapons", QGVAR(SelectBinocularNew), localize "STR_ACE_WeaponSelect_SelectBinocular", { // Conditions: canInteract if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false}; // Statement [ACE_player, binocular ACE_player] call FUNC(selectWeaponMode); false }, {false}, [0, [false, false, false]], false] call cba_fnc_addKeybind; //5 Key ["ACE3 Weapons", QGVAR(SelectGrenadeFrag), localize "STR_ACE_WeaponSelect_SelectGrenadeFrag", { // Conditions: canInteract if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false}; // Statement [ACE_player] call FUNC(selectGrenadeFrag); true }, {false}, [7, [false, false, false]], false] call cba_fnc_addKeybind; //6 Key ["ACE3 Weapons", QGVAR(SelectGrenadeOther), localize "STR_ACE_WeaponSelect_SelectGrenadeOther", { // Conditions: canInteract if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false}; // Statement [ACE_player] call FUNC(selectGrenadeOther); true }, {false}, [8, [false, false, false]], false] call cba_fnc_addKeybind; //7 Key ["ACE3 Weapons", QGVAR(HolsterWeapon), localize "STR_ACE_WeaponSelect_HolsterWeapon", { // Conditions: canInteract if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false}; // Statement [ACE_player] call FUNC(putWeaponAway); true }, {false}, [11, [false, false, false]], false] call cba_fnc_addKeybind; //0 Key ["ACE3 Vehicles", QGVAR(EngineOn), localize "STR_ACE_WeaponSelect_EngineOn", { // Conditions: canInteract if !([ACE_player, ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !(ACE_player != vehicle ACE_player && {ACE_player == driver vehicle ACE_player} && {!isEngineOn vehicle ACE_player}) exitWith {false}; // Statement (vehicle ACE_player) engineOn true; true }, {false}, [3, [false, false, false]], false] call cba_fnc_addKeybind; //2 Key ["ACE3 Vehicles", QGVAR(EngineOff), localize "STR_ACE_WeaponSelect_EngineOff", { // Conditions: canInteract if !([ACE_player, ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !(ACE_player != vehicle ACE_player && {ACE_player == driver vehicle ACE_player} && {isEngineOn vehicle ACE_player}) exitWith {false}; // Statement (vehicle ACE_player) engineOn false; true }, {false}, [2, [false, false, false]], false] call cba_fnc_addKeybind; //1 Key ["ACE3 Vehicles", QGVAR(SelectMainGunNew), localize "STR_ACE_WeaponSelect_SelectMainGun", { // Conditions: canInteract if !([ACE_player, ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !(ACE_player != vehicle ACE_player) exitWith {false}; // Statement [ACE_player, vehicle ACE_player, 0] call FUNC(selectWeaponVehicle); false }, {false}, [0, [false, false, false]], false] call cba_fnc_addKeybind; //3 Key ["ACE3 Vehicles", QGVAR(SelectMachineGunNew), localize "STR_ACE_WeaponSelect_SelectMachineGun", { // Conditions: canInteract if !([ACE_player, ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !(ACE_player != vehicle ACE_player) exitWith {false}; // Statement [ACE_player, vehicle ACE_player, 1] call FUNC(selectWeaponVehicle); false }, {false}, [0, [false, false, false]], false] call cba_fnc_addKeybind; //4 Key ["ACE3 Vehicles", QGVAR(SelectMissilesNew), localize "STR_ACE_WeaponSelect_SelectMissiles", { // Conditions: canInteract if !([ACE_player, ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !(ACE_player != vehicle ACE_player) exitWith {false}; // Statement [ACE_player, vehicle ACE_player, 2] call FUNC(selectWeaponVehicle); false }, {false}, [0, [false, false, false]], false] call cba_fnc_addKeybind; //5 Key ["ACE3 Vehicles", QGVAR(FireSmokeLauncher), localize "STR_ACE_WeaponSelect_FireSmokeLauncher", { // Conditions: canInteract if !([ACE_player, ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !(ACE_player != vehicle ACE_player && {ACE_player == commander vehicle ACE_player}) exitWith {false}; // Statement [vehicle ACE_player] call FUNC(fireSmokeLauncher); true }, {false}, [10, [false, false, false]], false] call cba_fnc_addKeybind; //9 Key