I see. Well you can use Offset Limb for directional offset based off of the objects angle, example:
Rem LW - Setup scene
Sync On
Sync Rate 0
Autocam OFf
Color Backdrop RGB(64,64,128)
Set Ambient Light 100
Set Point Light 0, 0, 100, -250
Set Light Range 0, 5000
Randomize Timer()
Rem LW - Create floor and a box
Make Object Box 1, 1000, 10, 1000
Position Object 1, 0, -10, 0
Set Object Ambience 1, 50
Make Object Box 2, 10, 20, 10
Position Object 2, 0, 10, 0
Set Object Ambience 2, 50
camOffsetX# = 10
camOffsetY# = 0
camOffsetZ# = 40
Do
Rem LW - Rotate camera
camx# = Camera Angle X() + MouseMoveY()
camy# = Camera Angle Y() + MouseMoveX()
Dec camOffsetZ#, MouseMoveZ()*.01
// store old object data
oAngX# = object angle x(2)
oAngY# = object angle y(2)
oAngZ# = object angle z(2)
// rotate the object so it's offsets from that angle
rotate object 2,camx#,camy#,0
// apply offset amount
offset limb 2,0,camOffsetX#,0,camOffsetZ#*-1
// store positions
x# = limb position x(2,0)
y# = limb position y(2,0)
z# = limb position z(2,0)
// reset object
offset limb 2,0,0,0,0
rotate object 2,oAngX#,oAngY#,oAngZ#
Rem LW - Update cmeara
Position Camera x#, y#, z#
Rotate Camera camx#, camy#, camz#
Sync
Loop
Another way to do it is to multiply the objects look/right and up vectors by the offset amount and add them to the objects position. The result will be the camera position. This is if you prefer a more math based approach. Either way, there are a few methods to do this.
"Get in the Van!" - Van B