not sure what you are asking...is this the answer:
_cam camSetTarget unit you watching
_cam camSetPos getpos dan
_cam camSetFOV 0.700
_cam camCommit 0
@camCommitted _cam
if the unit you are watching is dan, and dan is moving, then try this script:
; concept by Turok_GMT, modified by snYpir
; syntax:
; [<name of vehicle>, <name of unit to target>,
; <[xoffset,yoffset,zoffset]><relative to vehicle?>] exec "vehiclecam.sqs"
; example:
; [heli, dilbert,[0,0,-10],false] exec "vehiclecam.sqs"
cutText ["","BLACK OUT",.01]
; get camera vehicle and target
_unit = _this select 0
_target = _this select 1
; u can change the positional offsets for the camera (these are relative to the vehicle)
; x offset
_camoffsetX = (_this select 2) select 0
; y offset
_camoffsetY = (_this select 2) select 1
; z offset
_camoffsetZ = (_this select 2) select 2
; do u want your offsets to be relative to the vehicle?
_camrelative = _this select 3
; clear the variable that will stop this script
vehiclecamstop = false
; create a camera
_cam = "camera" camcreate [0,0,0]
_cam cameraeffect ["internal", "back"]
_cam camsettarget _unit
cutText["","BLACK IN",2]
; now create a loop to continuously update the cam's pos
; so it appears to be attached to the vehicle
#loop
_newpos = getpos _unit
; set posn not relative to vehicle?
? NOT(_camrelative) : _cam camsetpos [(_newpos select 0) + _camoffsetX, (_newpos select 1) + _camoffsetY, (_newpos select 2) + _camoffsetZ]; goto "commit"
; set posn relative to vehicle
_cam camsettarget _unit
_cam camsetrelpos [_camoffsetX,_camoffsetY,_camoffsetZ]
#commit
_cam camcommit 0
; aim camera at target
_cam camsettarget _target
_cam camcommit 0
; insert a small update time to avoid anychance of any nasty
; infinity loop errors
~0.01
; perform an if test to see if _stop has been set to true
; of not, do another lap of the loop
? NOT(vehiclecamstop) : goto "loop"
; the loop ends here when vehiclecamstop gets set to true by either
; a trigger or a waypoint's "on activation" field
; once loop had ended, kill the camera and return control to
; player
_cam cameraeffect ["terminate", "back"]
camdestroy _cam
exit
one other note.....you shouldn't name your script camera.sqs. That is the name of an embedded script in the game, I like to name my scripts something like movie.sqs instead. Using the embedded camera.sqs is a powerful and easy way to make your movie.sqs once you get the hang of it though