How can i switch the MouseOrbit script to work for me?

I have been making a 3rd person fighter game and but i haven't made a good camera script yet. I made a script that can rotate my character (which is just a cylinder with a face) and make him walk and run, but i need a camera script. I would like to use the MouseOrbit script because it is what i am looking for, but i need some help. One thing is I need help with is when i rotate the camera to look, i would like the character to rotate as well to face the direction the camera is facing. How would i sript that? I tried to script it myself but obviously i don't know a lot of scripting.

i wanted exactly the same thing. do this:

var cameraMO : Camera; //with the mouseOrbit script

function Update()
{
 transform.localEulerAngles = cameraMO.transform.localEulerAngles;
}

that should so when your camera rotates your player also rotates

MAKE SURE you add this script to your player.

also, might want

if(transform.localEulerAngles.x != 0)
{
 transform.localEulerAngles.x = 0;
}

to keep the player from rotating to look straight down (and be floating (perfect for space though))

This script is my First person mouse look Script.I don’t now this script is working on third person or not.

using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;

namespace UnityStandardAssets.Characters.FirstPerson
{
[Serializable]
public class MouseLook
{
public float XSensitivity = 2f;
public float YSensitivity = 2f;
public bool clampVerticalRotation = true;
public float MinimumX = -90F;
public float MaximumX = 90F;
public bool smooth;
public float smoothTime = 5f;

    private Quaternion m_CharacterTargetRot;
    private Quaternion m_CameraTargetRot;

    public void Init(Transform character, Transform camera)
    {
        m_CharacterTargetRot = character.localRotation;
        m_CameraTargetRot = camera.localRotation;
    }

    public void LookRotation(Transform character, Transform camera)
    {
        float yRot = CrossPlatformInputManager.GetAxis("Mouse X") * XSensitivity;
        float xRot = CrossPlatformInputManager.GetAxis("Mouse Y") * YSensitivity;

        m_CharacterTargetRot *= Quaternion.Euler (0f, yRot, 0f);
        m_CameraTargetRot *= Quaternion.Euler (-xRot, 0f, 0f);

        if(clampVerticalRotation)
            m_CameraTargetRot = ClampRotationAroundXAxis (m_CameraTargetRot);

        if(smooth)
        {
            character.localRotation = Quaternion.Slerp (character.localRotation, m_CharacterTargetRot,
                smoothTime * Time.deltaTime);
            camera.localRotation = Quaternion.Slerp (camera.localRotation, m_CameraTargetRot,
                smoothTime * Time.deltaTime);
        }
        else
        {
            character.localRotation = m_CharacterTargetRot;
            camera.localRotation = m_CameraTargetRot;
        }
    }

    Quaternion ClampRotationAroundXAxis(Quaternion q)
    {
        q.x /= q.w;
        q.y /= q.w;
        q.z /= q.w;
        q.w = 1.0f;

        float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x);

        angleX = Mathf.Clamp (angleX, MinimumX, MaximumX);

        q.x = Mathf.Tan (0.5f * Mathf.Deg2Rad * angleX);

        return q;
    }

}

}