I think this is doable with unit vectors as well, and you wouldn't even need to create an actual vector. You could just do the following:
1) Pick a range for your radar.
2) Pick a radius for your radar sphere.
3) Do a for/next loop through all of the other players, and do the following:
a. Check if they're in radar range.
b. If yes, get the distance between them and the player.
c. Do (Other Player's Position) - (Player's Position) for X, Y and Z.
d. Store the results in 3 variables (now you have a vector from the player to the other player).
e. Divide each of these variables by the distance you found earlier (This will convert your vector into a unit vector)
f. Multiply each of these variables by the radius of your radar sphere.
g. Add the camera's X/Y/Z positions to the corresponding variables.
h. Now you know where the radar object should go for this player!
Pseudocode:
for thisenemy = 1 to MaxEnemy
`Step a (check if enemy is in range)
If thisenemy is in Radar Range
`Step b (get distance)
Dist# = Distance Between(player,thisenemy)
`Step c & d (convert it to a vector (get the X/Y/Z compoents of the distance))
XV# = thisenemyX# - playerX#
YV# = thisenemyY# - playerY#
ZV# = thisenemyZ# - playerZ#
`Step e (Divide the vector by its length so we get a unit vector (values between -1.0 and 1.0)
XV# = XV#/Dist#
YV# = YV#/Dist#
ZV# = ZV#/Dist#
`Step f (Make the vector as long as the radius of your radar)
XV# = XV# * RadarRadius#
YV# = YV# * RadarRadius#
ZV# = ZV# * RadarRadius#
`Step g (Offset the new position from the camera rather than from the origin at 0,0,0)
XV# = XV# + Camera Position X()
YV# = YV# + Camera Position Y()
ZV# = ZV# + Camera Position Z()
`Step h (Put a radar object there!)
Position Object RadarObject, XV#, YV#, ZV#
`I could have done steps c thu g all at once, but I've separated them so it's easier to see.
Endif
Next thisenemy
EDIT: Hmmm... I assumed the radar was centered at the camera. If you want to move it then just change Camera Position X()/Y/Z to wherever the center of your radar sphere is. This could make the tilting part a little tougher though.
I haven't tested this, but I think it should work.

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