it worked a treat. I have set it up a slight different way,

var rotation_speed = 20;
var camPos[6][6]; //camera settings, x,y,z, pan, roll, tilt

// Camera pos 1
camPos[0][0] = -282; //x
camPos[0][1] = -111; //y
camPos[0][2] = 116; //z
camPos[0][3] = 66; //camera pan
camPos[0][4] = 0; //camera roll
camPos[0][5] = -45; //camera tilt

// Camera pos 2
camPos[1][0] = -4; //x
camPos[1][1] = 66; //y
camPos[1][2] = -61; //z
camPos[1][3] = 88; //camera pan
camPos[1][4] = 0; //camera roll
camPos[1][5] = -37; //camera tilt

// Camera pos 3
camPos[2][0] = 150; //x
camPos[2][1] = 150; //y
camPos[2][2] = 150; //z
camPos[2][3] = 0; //camera pan
camPos[2][4] = 0; //camera roll
camPos[2][5] = 0; //camera tilt

// Camera pos 4
camPos[3][0] = 150; //x
camPos[3][1] = 100; //y
camPos[3][2] = 70; //z
camPos[3][3] = 0; //camera pan
camPos[3][4] = 0; //camera roll
camPos[3][5] = 0; //camera tilt

// Camera pos 5
camPos[4][0] = 150; //x
camPos[4][1] = 20; //y
camPos[4][2] = 0; //z
camPos[4][3] = 0; //camera pan
camPos[4][4] = 0; //camera roll
camPos[4][5] = 0; //camera tilt

// Camera pos 6
camPos[5][0] = -70; //x
camPos[5][1] = 150; //y
camPos[5][2] = 300; //z
camPos[5][3] = 0; //camera pan
camPos[5][4] = 0; //camera roll
camPos[5][5] = 0; //camera til471t

// main game loop
while(1)
{

if ((7 >= key_lastpressed)&(key_lastpressed > 0))// if the [1 to 6] key is pressed
{
if (camera.x > camPos[key_lastpressed - 2][0]) camera.x -= 1 * time_step;
else if (camera.x < camPos[key_lastpressed - 2][0]) camera.x += 1 * time_step;
if (camera.y > camPos[key_lastpressed - 2][1]) camera.y -= 1 * time_step;
else if (camera.y < camPos[key_lastpressed - 2][1]) camera.y += 1 * time_step;
if (camera.z > camPos[key_lastpressed - 2][2]) camera.z -= 1 * time_step;
else if (camera.z < camPos[key_lastpressed - 2][2]) camera.z += 1 * time_step;
if (camera.pan > camPos[key_lastpressed -2][3]) camera.pan -= 1 * time_step;
else if (camera.pan < camPos[key_lastpressed -2][3]) camera.pan += 1 * time_step;
if (camera.roll > camPos[key_lastpressed -2][4]) camera.roll -= 1 * time_step;
else if (camera.roll < camPos[key_lastpressed -2][4]) camera.roll += 1 * time_step;
if (camera.tilt > camPos[key_lastpressed -2][5]) camera.tilt -= 1 * time_step;
else if (camera.tilt < camPos[key_lastpressed -2][5]) camera.tilt += 1 * time_step;


}

wait (1);
}