// by commy2 ["ACE3 Equipment", QGVAR(AzimuthKey), localize LSTRING(AzimuthKey), { // Conditions: canInteract if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !(((currentWeapon ACE_player) isKindOf ["ACE_Vector", configFile >> "CfgWeapons"]) && {cameraView == "GUNNER"}) exitWith {false}; // prevent holding down if (GETGVAR(isDownStateKey1,false)) exitWith {false}; GVAR(isDownStateKey1) = true; // Statement ["azimuth"] call FUNC(onKeyDown); false }, { // prevent holding down GVAR(isDownStateKey1) = false; // Conditions: canInteract if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Statement ["azimuth"] call FUNC(onKeyUp); false }, [15, [false, false, false]], false, 0] call CBA_fnc_addKeybind; //Tab Key ["ACE3 Equipment", QGVAR(DistanceKey), localize LSTRING(DistanceKey), { // Conditions: canInteract if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !(((currentWeapon ACE_player) isKindOf ["ACE_Vector", configFile >> "CfgWeapons"]) && {cameraView == "GUNNER"}) exitWith {false}; // prevent holding down if (GETGVAR(isDownStateKey2,false)) exitWith {false}; GVAR(isDownStateKey2) = true; // Statement ["distance"] call FUNC(onKeyDown); false }, { // prevent holding down GVAR(isDownStateKey2) = false; // Conditions: canInteract if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Statement ["distance"] call FUNC(onKeyUp); false }, [19, [false, false, false]], false] call CBA_fnc_addKeybind; //R Key