I happened upon this example a couple days ago, and have been loving it so far! It does practically everything I could have hoped it would do. However, there are a couple things I've been trying to make it do that I have not quite been able to figure out:
1. I managed to figure out how to adjust the speed of the scroll when the camera object detects the edge of the 'zone', but I have not been able to figure out how to get rid of the "shaking" that occurs when the player moves around. The only solution I found for it was to crank the value of "spd" up to 1000, which gets rid of the shaking when the player moves around, but then the "sliding" effect is lost because the speed is too instantaneous. Reducing the value of 'spd' leads to the camera lagging behind and needing to 'catch up' when player movement stops.
2. I thought that if I changed it so that the camera object follows the x and y position of the player, and if the camera object overlaps one of the zones (for context, I converted the zones into 'outlined boxes with nothing in the middle), and tried to instruct clickteam to ignore player control when the camera object collides with any of the zones, then to restore player control when it isn't. But then it ends up stopping the full transition midway through, and you're left with the camera object getting hung up, and then (because the camera object is still overlapping the zone(s), the player can no longer move at all.
I thought that if I added sensors, and gave them animations, I could fool the camera object into behaving how I want. I also tried using "mod 1", to see if I couldn't "zero out" the transition so the player could not move so long as the xpos contained any decimals, and even tried some basic math to get my result (which led to the calculator giving me a huge non zero to the "+e power"--round helped me solve that issue though), but all the results ended up the same.
It is certainly a learning experience, but I'm starting to scratch my head a bit on this one.