1.
Thats easy:
Attach at the places were you want light, an invisible (also passable), little model per "vec_for_vertex" or "vec_for_bone" (I dont know if you model has bones) and let that light (like, set(my,LIGHT); ...
Notice: "vec_for_vertex"/"vec_for_bone" should be in your case in a while loop.
2.
Try this one out; there could be some syntax errors because of typing (I almost broke my arm today -_- ):
action your_Warship()
{
... //whatever your settings are.
vec_set(camera.x,my.x);
//set camera
VECTOR temp;
while(1)// or while whatever :D
{
vec_set(camera.x,vector(my.x - 500,my.y,my.z));
// set with "my.x - ?" your wished distance.
vec_set(temp,Warship.x);
vec_sub(temp,camera.x);
vec_to_angle(camera.pan,temp);
//the camera looks at ship
camra.y -= 2 * timestep;
//the camera moves left and because the camera is looking towards the Warship, the camera will rotate around the Warship.
wait(1);
}
}
3. T
ry to change video_results and clipping length.
Otherwise, I don`t know if you ship as an spezial fx (material).