@Dar13:
Yeah, that works great too, but I'm thinking he wants to have the "cameraview" in the texture of a monitor entity, which isn't possible.
If I had to code something like this, I would probably use a texture like the one xplosys posted, and have the desired camera rendered to another texture, then merge the two using alpha blending, and finally apply the texture to the object... of course, you would need to know the UV offsets for where the "screen" is going to go on the monitor's texture.
Thinking about it now, setting it up for FPI would be a tad taxing (for the scripter), but entirely possible. The one thing I'm worried about is how much processing power it'll require to do that. The camera image will need to be scaled to fit the area it's going to go in, then it'll have to be run through some sort of blending routine. After that's done, the new texture will need to be applied onto the entity.
If it were to be set up through FPI, I would guess this is how it would go (roughly):
:state=0:makecamera=SecCam1,rendcamtotex=SecCam1,camtotexcoord1=52 49,camtotexcoord2=465 467
Where "rendcamtotex" would render the camera into the entity's texture, "camtotexcoord1" would be the top-left coordinates of the area that the camera will be rendering to (This coord is the top-left coordinate of the empty space in xplosys' image), and "camtotexcoord2" would be the bottom-right coordinates of that area.
But, this is all just speculation.

There's a starting point and something to munch on if anyone wants to give it a go.
The one and only,