The camera is most probably now at the origin of your gondel.
You can try adding camera.z += 30;
function cameraOnride ()
{
while(gondel1)
{
vec_set(camera.x,gondel1.x);
vec_for_vertex(camera.x, gondel1, 30431);
vec_set(camera.pan, gondel1.pan);
camera.z += 30;
wait(1);
}
}
But, you could place it with vec_for_vertex, if you place a vertex to your gondel where you expect the camera position to be.