Ehrm, wait a little with trying to understand it, I'll bring an update.
Edit: Dude it looked funny with the castle demo, I wasn't quite able to remember what pitch, yaw and roll meant. Anyway, here you go:
If you want the camera to be more "unbound" then I think I have a solution for it.
Edit: Dude it looked funny with the castle demo, I wasn't quite able to remember what pitch, yaw and roll meant. Anyway, here you go:
If cameradelay#<.3 And cameradelay#>-.3 Then cameradelay=0 Else If cameradelay#>0 Then cameradelay#=cameradelay#*.96-.3 Else cameradelay#=cameradelay#*.96+.3 End If PositionEntity camera,EntityX(kid)+Sin(EntityYaw(kid)+cameradelay#)*10,EntityY(kid)+8,EntityZ(kid)-Cos(EntityYaw(kid)+cameradelay#)*10 RotateEntity camera,40,EntityYaw(kid)+cameradelay#,0
If you want the camera to be more "unbound" then I think I have a solution for it.