Moving the Camera Up and Down by pressing Key

Hey Guys I have the following problem,
The Script I have

var lookSpeed = 15.0;
var moveSpeed = 15.0;
var rotationX = 0.0;
var rotationY = 0.0;
function Update ()
{
    rotationX += Input.GetAxis("Mouse X")*lookSpeed;
    rotationY += Input.GetAxis("Mouse Y")*lookSpeed;
    rotationY = Mathf.Clamp (rotationY, -90, 90);

    transform.localRotation = Quaternion.AngleAxis(rotationX, Vector3.up);
    transform.localRotation *= Quaternion.AngleAxis(rotationY, Vector3.left);

    transform.position += transform.forward*moveSpeed*Input.GetAxis("Vertical");
    transform.position += transform.right*moveSpeed*Input.GetAxis("Horizontal");
    transform.position += transform.up*moveSpeed*Input.GetAxis("Vertical");
    transform.position += transform.down*moveSpeed*Input.GetAxis("Horizontal");

only moves the camera in any direction but I need the Camera to move positive along the Y Axis when pressing Q for example and Negative when pressing E.
Thx for the Answers =)

You could replace the movement code (the last 4 lines) with this code:

    ...
    transform.position += transform.forward*moveSpeed*Input.GetAxis("Vertical")*Time.deltaTime;
    transform.position += transform.right*moveSpeed*Input.GetAxis("Horizontal")*Time.deltaTime;
    var vDir: float = 0;
    if (Input.GetKey("q")) vDir = 1;
    if (Input.GetKey("e")) vDir = -1;
    transform.position += transform.up*moveSpeed*vDir*Time.deltaTime;

Notice the multiplication by Time.deltaTime: this makes the movement framerate independent, a very important thing given the wide performance variation among different machines (the velocity moveSpeed means units per second in this case). This isn’t necessary in the rotation section, because Mouse X and Mouse Y already give values that compensate the framerate.

Try this:

 if (Input.GetKey(KeyCode.Q))
     transform.position += Vector3.up * moveSpeed * Time.deltaTime;
 else if (Input.GetKey(KeyCode.E))
     transform.position += -Vector3.up * moveSpeed  * Time.deltaTime;

Vector3.up (and respectively .forward and .right) gives you a unit vector (direction) in world space coordinates, unlike transform.up which gives you the direction in local space.

Tip: Always multiply your movements with the current delta time to make it framerate independent