// by commy2 ["ACE3 Vehicles", QGVAR(lazeTarget), localize LSTRING(LaseTarget), { // Conditions: canInteract if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !((!GVAR(enabled) && FUNC(canUseFCS)) || FUNC(canUseRangefinder)) exitWith {false}; if (GETGVAR(isDownStateKey1,false)) exitWith {false}; GVAR(isDownStateKey1) = true; // Statement [vehicle ACE_player, [ACE_player] call EFUNC(common,getTurretIndex)] call FUNC(keyDown); // Return false so it doesn't block the rest weapon action false }, { // prevent holding down GVAR(isDownStateKey1) = false; // Conditions: canInteract if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !(GVAR(enabled) && FUNC(canUseFCS)) exitWith {false}; // Statement [vehicle ACE_player, [ACE_player] call EFUNC(common,getTurretIndex)] call FUNC(keyUp); false }, [15, [false, false, false]], false] call CBA_fnc_addKeybind; //Tab Key ["ACE3 Vehicles", QGVAR(adjustRangeUp), localize LSTRING(AdjustRangeUp), { // Conditions: canInteract if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !(call FUNC(canUseFCS)) exitWith {false}; // Statement [vehicle ACE_player, [ACE_player] call EFUNC(common,getTurretIndex), 50] call FUNC(adjustRange); true }, {false}, [201, [false, false, false]], false] call CBA_fnc_addKeybind; //PageUp Key ["ACE3 Vehicles", QGVAR(adjustRangDown), localize LSTRING(AdjustRangeDown), { // Conditions: canInteract if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !(call FUNC(canUseFCS)) exitWith {false}; // Statement [vehicle ACE_player, [ACE_player] call EFUNC(common,getTurretIndex), -50] call FUNC(adjustRange); true }, {false}, [209, [false, false, false]], false] call CBA_fnc_addKeybind; //PageDown Key