There are several ways. There is the SET CAMERA TO FOLLOW command which includes and angle arguments. I can't explain the command very well, as I have only gotten it to work the way I need it to on a couple occasions on account of not understanding it. However, TDK wrote a tutorial on it and it is VERY well written. It helped me understand it (then I forgot since I didn't use it).
Another way, which is one I have used many times and has worked is as follows:
Each time through the loop you position the camera at the player's position, orientate it to the objects orientation (SET CAMERA TO OBJECT ORIENTATION), turn it the appropriate angles (left and right), pitch it the appropriate angles (up and down), then move it backwards a fixed distance (play with it, use the MOVE OBJECT and a negative number to move it back). This can be done with TURN CAMERA RIGHT and PITCH CAMERA UP. You must to it in this order though, if you pitch then turn, you will get weird camera angles (not good).
To keep track of the turn values, you can add the MouseMoveX() and MouseMoveY() values (it could be subtract but play with it till it works).
I will see if I can find some old code of mine that used this and try to get it to you, but does this make sense how to do it?
Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose