Ok, guess I'll just have to post a good chunk of the code here to make it simpler.
Rotation in the world map:
If Keystate(30) = 1
Rotate object 1,0,object angle y(1)-2.5,0 //Rotates the main Character
Rotate Object 3,0,Object Angle Y(1)-2.5,0 //Rotates the characters weapon same degree
Rotate Object 6,0,Object Angle Y(6)-2.5,0 //Rotates Collision Sphere for Object 1
Rotate Object 7,0,Object Angle Y(7)-2.5,0 //Rotates Battle Map
Rotate Object 4,0,Object Angle Y(4)-2.5,0 //Rotates Enemy
Endif
If KeyState(32) = 1
rotate object 1,0,object angle y(1)+2.5,0
Rotate Object 3,0,Object Angle Y(1)+2.5,0
Rotate Object 6,0,Object Angle Y(6)+2.5,0
Rotate Object 7,0,Object Angle Y(7)+2.5,0
Rotate Object 4,0,Object Angle Y(4)+2.5,0
Endif
//Randomly Generates an Encounter
If Move > 0 and BattleTimer = 0
If Rnd(1000) > 800
Battle = 1
Endif
Endif
Randomize the number of enemies and type of battle:
//DETERMINES IF A FIGHT WAS TRIGGERED
If Battle = 1
//FIGHTS WITHIN THE JUNKYARD
If Map$ = "Junkyard"
//Create a Blank Screen For a second
Cls
Wait 100
//Randomizes the Encounter
Fight = Rnd(2)
//Stops Main Animation
Stop Object 1
//Reset Object to waiting frame
Set Object Frame 1,5
//LOAD FIGHT 1 IN THE JUNKYARD
If Fight = 1
Fight1Load()
Endif
//LOAD FIGHT 2 IN THE JUNKYARD
If Fight = 2
Fight2Load()
Endif
Endif
Endif
The Camera Setup and enemy setup for the fight. It Controls the positioning, rotation and pointing of camera 2 at the enemy. Something in here is where the problem lies with the rotation. being off by a few degrees from what the enemy's rotation is.
Function Fight1Load()
//Fight 1 Loading Scene and Setup
If Fight = 1
//Position Hyena 1
Position Object 4, Object Position X(1),Object Position Y(1)+5, Object Position Z(1) //-100
YRotate Object 4,Object Angle Y(1) +180
Move Object 4,380
//Position Fight Map
Position Object 7, Object Position X(1), Object Position Y(1)-10, Object Position Z(1)
//Setup Main Camera
Position Object 2,Object Position X(1), Object Position Y(1), Object Position Z(1)
Rotate Object 2, Object Angle X(1), Object Angle Y(1), Object Angle Z(1)
Move Object 2,-250
Move Object Up 2, 120
Point Object 2, Object Position X(1), Object Position Y(1), Object Position Z(1)
Position camera Object Position X(2),Object Position Y(2),Object Position Z(2)
Point Camera Object Position X(1), Object Position Y(1), Object Position Z(1)
//camera 2 Setup
//Split Screen
Position Camera 1,Object Position X(4), Object Position Y(4),Object Position Z(4)
Point camera 1,Object Position X(4),Object Position Y(4), Object Position Z(4)
Move Camera 1,190
Point camera 1,Object Position X(4),Object Position Y(4)-60, Object Position Z(4)
YRotate Camera 1,object Angle Y(4)+50
Roll Camera Right 1,50
//Set Collisions for Battle Map
SC_SetObjectCollisionOFF 5
SC_SetObjectCollisionON 7
//Hide The Main Map
Hide Object 5
//Show Battle Map 1
Show Object 7
//Show Hyena 1
Show Object 4
//Reset Animation to Neutral and setup Battle Intro
Move = 0
BatIntro = 1
Battle = 2
//Setup Enemy Stats
Enemy(0,0) = 1 // name = hyena
Enemy(1,0) = 1
//Load Information on Enemy in the Scene
For n = 0 to 1
If Enemy(n,0) = 1
Enemy(n,1) = 100
Enemy(n,2) = 100
Enemy(n,18) = 1
If Enemy(n,0) = 1
EnemyName$(n,0) = "Hyena"
Endif
Endif
Next n
Endif
EndFunction
And Finally: The portion which switches on the second camera and pans the first camera
Function JunkyardCutScene1()
Show Sprite 1 //Paste Image 10,512,0
Show Sprite 2
Rotate Sprite 1,60
Rotate Sprite 2,60
Sprite 1,1300,-512,10 //Object Camera 2 is pasted to
Sprite 2,1280,-512,11 //Black line between the two cameras
//Sync For Cam 2
sync mask 2
fastsync
//Endif
Position Object 2,Object Position X(1), Object Position Y(1), Object Position Z(1) //Object 2 is the collision sphere for camera 1, where the camera is always positioned to.
CamRot# = CamRot# + 2
If CamRot# > 540
CamRot# = 180
BatIntro = 0
BatAng# = 45
Hide Sprite 1
Hide Sprite 2
Endif
//Rotates Object 2 which rotates camera 1
Rotate Object 2, Object Angle X(1), Object Angle Y(1) + CamRot#, Object Angle Z(1)
Turn Object Left 2,BatAng#
Move Object 2,-120
Move Object Up 2,70
Point Object 2, Object Position X(1), Object Position Y(1), Object Position Z(1)
Position Object 8,Object Position X(1),Object Position Y(1), Object Position Z(1)
Rotate Object 8, Object Angle X(2), Object Angle Y(2), Object Angle Z(2)
Point Object 8, Object Position X(2), Object Position Y(2), Object Position Z(2)
Move Object 8,28
Position camera Object Position X(2),Object Position Y(2),Object Position Z(2)
Point Camera Object Position X(1), Object Position Y(1), Object Position Z(1)
EndFunction
Hope this helps...

I really have to get better at explaining things. WOW, love how copy and paste jumbles the indents.