This won't make it endless. It'll just make the area seem huge. For the scene flag, you first need a block with a sky texture assigned to it then define this entity as a sky object.
Code:
sky some_sky
{
... // sky definition code goes here
flags = scene, visible;
}
action move_with_camera
{
some_sky = me;
while(!some_sky)
{
wait(1); // wait until pointer is valid
}
while(1)
{
my.x = camera.x/16; // play with the 16
my.y = camera.y/16;
my.z = camera.z/16;
wait(1);
}
}
You may need to ent_create the entity to get it to work. For infinite distance, instead of setting the my.x-related stuff, use vec_set(my.x, camera.x) to copy the positions of the camera. This way, the region is infinitely distant all around.