simple my friend, leme show u the process: (from my system):
1. set your units to be used in first person in variables, each in a systematic order, like this order: 1,2,3,4,5,6,7... etc, but not 1, 3, 10 or something like that.
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Set CameraLocknits[1] = Paladin 0000 <gen>
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Set CameraLocknits[2] = Mountain King 0002 <gen>
2. now create a camera in the camera pallette, mess with the values until you get the look required.
3. now set a camera variable = to that camera you created in the camera pallette
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Set FirstPerson = FirstPersonValues <gen>
4. now create an integer variable setting the maximum number of units used in this "camera system"
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Set MaxNumCamUnit = 2
5. now do for each integer a from integer 1 to maxium number of units used in this camera system, change the camera values of the owner of the cameraunit[integer a] to the camera values of your camera that was set in a variable.
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For each (Integer A) from 1 to MaxNumCamUnit, do (Actions)
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Loop - Actions
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Camera - Lock camera target for (Owner of CameraLocknits[(Integer A)]) to CameraLocknits[(Integer A)], offset by (0.00, 0.00) using The unit's rotation
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Camera - Set (Owner of CameraLocknits[(Integer A)])'s camera Distance to target to (Distance to target of FirstPerson) over 0.00 seconds
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Camera - Set (Owner of CameraLocknits[(Integer A)])'s camera Far Z to (Far Z of FirstPerson) over 0.00 seconds
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Camera - Set (Owner of CameraLocknits[(Integer A)])'s camera Angle of attack to (Angle of attack of FirstPerson) over 0.00 seconds
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Camera - Set (Owner of CameraLocknits[(Integer A)])'s camera Field of view to (Field of view of FirstPerson) over 0.00 seconds
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Camera - Set (Owner of CameraLocknits[(Integer A)])'s camera Roll to (Roll of FirstPerson) over 0.00 seconds
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Camera - Set (Owner of CameraLocknits[(Integer A)])'s camera Rotation to (Facing of CameraLocknits[(Integer A)]) over 0.00 seconds
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Camera - Set (Owner of CameraLocknits[(Integer A)])'s camera Height Offset to (Height Offset of FirstPerson) over 0.00 seconds
6. now for the periodic events, i have made it as lagless and practical as possible:
for every 1 second, you must do this loop again to make sure that the players have their camera values to third person again.
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CameraCheck
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Events
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Time - Every 1.00 seconds of game time
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Conditions
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Actions
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For each (Integer A) from 1 to MaxNumCamUnit, do (Actions)
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Loop - Actions
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Camera - Set (Owner of CameraLocknits[(Integer A)])'s camera Distance to target to (Distance to target of FirstPerson) over 0.00 seconds
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Camera - Set (Owner of CameraLocknits[(Integer A)])'s camera Far Z to (Far Z of FirstPerson) over 0.00 seconds
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Camera - Set (Owner of CameraLocknits[(Integer A)])'s camera Angle of attack to (Angle of attack of FirstPerson) over 0.00 seconds
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Camera - Set (Owner of CameraLocknits[(Integer A)])'s camera Field of view to (Field of view of FirstPerson) over 0.00 seconds
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Camera - Set (Owner of CameraLocknits[(Integer A)])'s camera Roll to (Roll of FirstPerson) over 0.00 seconds
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Camera - Set (Owner of CameraLocknits[(Integer A)])'s camera Height Offset to (Height Offset of FirstPerson) over 0.00 seconds
7. Now since the unit always rotates and the player almost never changes his camera values, you must make a low time for the rotation of the unit, here is what to do:
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CameraRotate
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Events
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Time - Every 0.02 seconds of game time
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Conditions
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Actions
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For each (Integer A) from 1 to MaxNumCamUnit, do (Actions)
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Loop - Actions
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Camera - Set (Owner of CameraLocknits[(Integer A)])'s camera Rotation to (Facing of CameraLocknits[(Integer A)]) over 0.00 seconds
Please note: the periodic time for the rotation of the unit is so the rotation can appear more realistic, you may increase it or decrease it as u like.
Also note: you need to set the camera of the player to normal after his camera unit dies.