ok for an absolute simple camera:

Code:

//place this code right after your movement (c_move or ent_move)

//it sets the camera.x and camera.y at the position the me entity (rocket or player) is
//and the camera.z 35 quants above your player/rocket
vec_set(camera.x, vector(my.x, my.y, my.z+35));

//set the same angles as the me entity (player/rocket)
vec_set(camera.pan, me.pan);



edit: to make the rocket invisible for the camera use
Code:
camera.genius=me;  


(place it at the beginning of your action)

look this stuff up in the manual to see what your exactly doing


didnt test it but it should work


and dont forget to use time_smooth in your dist.x = .... * time_smooth

nipx

Last edited by nipx; 01/03/07 19:33.