Hmmm, set up a variable:
cameradelay#=0
for storing how much the camera is turned relative to being behind the kid, so if you turn the kid:
kidrotation#=kidrotation#+5,
then you turn cameradelay in the opposite direction:
cameradelay#=cameradelay#-5.
Once every loop you adjust it to go slightly closer to behind the kid:
If cameradelay#<1 and cameradelay#>-1 Then
cameradelay=0
Else if cameradelay#>0 Then
cameradelay#=cameradelay#-1
Else
cameradelay#=cameradelay#+1
End If
Then there is the positioning of the camera:
PositionEntity camera,EntityX(kid)-Sin(kidrotation#+cameradelay#)*10,EntityY(kid)+4,EntityZ(kid)-Cos(kidrotation#+cameradelay#)*10
RotateEntity camera,kidrotation#+cameradelay#,-20,0
I havn't tested the last piece, but it should work, you probably need to alter some of the factors to make it just like you want it.
cameradelay#=0
for storing how much the camera is turned relative to being behind the kid, so if you turn the kid:
kidrotation#=kidrotation#+5,
then you turn cameradelay in the opposite direction:
cameradelay#=cameradelay#-5.
Once every loop you adjust it to go slightly closer to behind the kid:
If cameradelay#<1 and cameradelay#>-1 Then
cameradelay=0
Else if cameradelay#>0 Then
cameradelay#=cameradelay#-1
Else
cameradelay#=cameradelay#+1
End If
Then there is the positioning of the camera:
PositionEntity camera,EntityX(kid)-Sin(kidrotation#+cameradelay#)*10,EntityY(kid)+4,EntityZ(kid)-Cos(kidrotation#+cameradelay#)*10
RotateEntity camera,kidrotation#+cameradelay#,-20,0
I havn't tested the last piece, but it should work, you probably need to alter some of the factors to make it just like you want it.