Problems with smootfollow

Hey guys, i'm new to scripting, and i'm trying to make a tank game, and i want to use smoothfollow to make the camera smoothlyy look in the direction of the barrel, you know, 3rd person view.

But if I attach smoothfollow to MainCamera, and make it look in direction of the barrel, its looking in the opposite direction! Do you guys maybe know what to do. Plz answer ASAP,

Here's the script:


/*
This camera smoothes out rotation around the y-axis and height.
Horizontal Distance to the target is always fixed.

There are many different ways to smooth the rotation but doing it this way gives you a lot of control over how the camera behaves.

For every of those smoothed values we calculate the wanted value and the current value.
Then we smooth it using the Lerp function.
Then we apply the smoothed values to the transform's position.
*/

// The target we are following
var target : Transform;
// The distance in the x-z plane to the target
var distance = 10.0;
// the height we want the camera to be above the target
var height = 5.0;
// How much we 
var heightDamping = 2.0;
var rotationDamping = 3.0;

// Place the script in the Camera-Control group in the component menu
@script AddComponentMenu("Camera-Control/Smooth Follow")

function Update () {
    // Early out if we don't have a target
    if (!target)
        return;

    // Calculate the current rotation angles
    wantedRotationAngle = target.eulerAngles.y;
    wantedHeight = target.position.y + height;

    currentRotationAngle = transform.eulerAngles.y;
    currentHeight = transform.position.y;

    // Damp the rotation around the y-axis
    currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);

    // Damp the height
    currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);

    // Convert the angle into a rotation
    currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);

    // Set the position of the camera on the x-z plane to:
    // distance meters behind the target
    transform.position = target.position;
    transform.position -= currentRotation * Vector3.forward * distance;

    // Set the height of the camera
    transform.position.y = currentHeight;

    // Always look at the target
    transform.LookAt (target);
}


Kind Regards, Juerd Mispelblom

Im making a similer game. instead of using smooth follow. make a sphere and make it invisible by unchecking the mesh renderer on it. place it where you want the camera to look at the tank. simply call

var player : Transform;
var LookFrom : Transform;
function Update()
{
player.transform.position = LookFrom.transform.position;
player.transform.rotation = LookFrom.transform.rotation;
}