Ah, I had a similar problem to this a while ago. Lets say you have two cameras (made in WE), Cam1 and Cam2, both centered on Reg1 and Reg2, respectively. Lets also say that when Hero enters a region, the appropriate camera is locked on that region, but if he leaves one then the camera is reset to the regular game camera.
CurrentCamera is a camera variable.
[trigger="Trigger for Reg1"]Region 1
Events
Unit - A unit enters Reg1
Conditions
(Triggering Unit) = Hero 0001
Actions
Set CurrentCamera = Cam1
Camera - Apply Cam1 for Player 1 over 0.00 seconds
Trigger - Turn on CameraLock[/trigger][trigger="Trigger for Reg2"]Region 2
Events
Unit - A unit enters Reg2
Conditions
(Triggering Unit) = Hero 0001
Actions
Set CurrentCamera = Cam2
Camera - Apply Cam2 for Player 1 over 0.00 seconds
Trigger - Turn on CameraLock[/trigger][trigger="Camera Locking Trigger"]Camera Lock (Initially off)
Events
Time - Every 0.20 seconds of game time
Conditions
Or (Multiple Conditions)
Conditions
(Hero 0001 is in Reg1) Equal to True
(Hero 0001 is in Reg2) Equal to True
Actions
Camera - Apply CurrentCamera for Player 1 over 0.10 seconds[/trigger][trigger="Camera Reset Trigger"]Camera Reset
Events
Unit - Hero 0001 leaves Reg1
Unit - Hero 0001 leaves Reg2
Conditions
(Hero 0001 is in Reg1) Equal to False
(Hero 0001 is in Reg2) Equal to False
Actions
Trigger - Turn off Camera Lock
Camera - Reset the game camera for Player 1 over 0.00 seconds
Set TempPoint (point variable) = Position of Hero 0001
Camera - Set Current Camera's (not the variable) target to TempPoint
Custom script: call RemoveLocation ( udg_TempPoint )[/trigger]
Hope this helps.