Easy peasy man :o)
Have a pivot parented to the craft (camera_pivot). Move it to the location you want the camera to be. Then, each frame do:
Smooth camera :o)
So you code would look something like:
Have a pivot parented to the craft (camera_pivot). Move it to the location you want the camera to be. Then, each frame do:
PointEntity camera, camera_pivot MoveEntity camera,0,0,EntityDistance(camera,camera_pivot)/30 PointEntity camera,craft
Smooth camera :o)
So you code would look something like:
Global camera = CreateCamera() Global craft = loadmesh("craft.b3d") global camera_pivot = createpivot() entityparent camera_pivot,craft moveentity camera_pivot,0,0,-10 ; or whatever distance you want the camera to be at while not keyhit(1) PointEntity camera, camera_pivot MoveEntity camera,0,0,EntityDistance(camera,camera_pivot)/30 PointEntity camera,craft updateworld renderworld flip wend