["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 }, [DIK_TAB, [false, false, false]], false, 0] call CBA_fnc_addKeybind; ["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 }, [DIK_R, [false, false, false]], false, 0] call CBA_fnc_addKeybind;