how can I disable all camera movements trough GUI?

I made a play button and when clicked it has the option of 2 GUI …1 to load game …2 to start a new game… my question is how can I stop all camera movement when the play button is pressed…ohh and the script is attached to the 3d text and not the camera.

the script…(java)…

// ***********************************************************************
import System;
import System.Xml;
import System.Xml.Serialization;
import System.IO;
import System.Text;

var shownewgame : boolean = false;
var showback : boolean = false;
var showcontinue : boolean = false;
var levelToLoad : String;
var soundhover : AudioClip;
var beep : AudioClip;
var QuitButton : boolean = false;
//*************************************************************************
private var _Save : Rect;
private var _Load : Rect;

private var _SaveMSG : Rect;
private var _LoadMSG : Rect;

//var _ShouldSave : boolean;
//var _ShouldLoad : boolean;
//var _SwitchSave : boolean;
//var _SwitchLoad : boolean;
private var _FileLocation : String;
private var _FileName : String = "SaveData.xml";

//public GameObject player;
var player : GameObject;
var playerName : String = "Default";

var MyStyle : GUIStyle;

private var myData : UserData;
private var _data : String;

private var VPosition : Vector3;
//*******************************************************************************

function Awake () { 
      // XML Save/Load path
      _FileLocation=Application.dataPath;
      
          
      // Creating something to store information into.
     myData=new UserData();
    }
//*********************************************************************************

function OnMouseEnter(){
audio.PlayOneShot(soundhover);
}
function OnMouseUp(){
animation.CrossFade("PlayButtonAnimation");
audio.PlayOneShot(beep);
yield new WaitForSeconds(0.1);
if(QuitButton){
Application.Quit();
}
shownewgame = true;
showcontinue = true;
showback = true;

}  

function Update(){}

function OnGUI(){
if(shownewgame == true){
    if(GUI.Button(Rect(0,40,200,30),"New Game")){
       Application.LoadLevel(levelToLoad); //Code for new game button
    }
}
if(showcontinue == true){
                  
				   //code for continue button
     if(GUI.Button(Rect(0,80,200,30),"Continue")){
	
	GUI.Label(_LoadMSG,"Loading from: "+_FileLocation);
      // Load our UserData into myData
      LoadXML();
      if(_data.ToString() != "")
      {
         myData = DeserializeObject(_data);
         VPosition=new Vector3(myData._iUser.x,myData._iUser.y,myData._iUser.z);             
         player.transform.position=VPosition;
         curExperience = myData._iUser.experience;
         Debug.Log("Load Successful");
      }
    }
}
if(showback == true){
if(GUI.Button(Rect(0,120,200,30),"Back")){
     showcontinue =false;
	 shownewgame =false;
	 showback =false;
}
}
}
//**********************************************************************************************

//XML Code ************************************************************************************

function UTF8ByteArrayToString(characters : byte[] )
{     
   var encoding : UTF8Encoding  = new UTF8Encoding();
   var constructedString : String  = encoding.GetString(characters);
   return (constructedString);
}


function StringToUTF8ByteArray(pXmlString : String)
{
   var encoding : UTF8Encoding  = new UTF8Encoding();
   var byteArray : byte[]  = encoding.GetBytes(pXmlString);
   return byteArray;
}
   

function SerializeObject(pObject : Object)
{
   var XmlizedString : String  = null;
   var memoryStream : MemoryStream  = new MemoryStream();
   var xs : XmlSerializer = new XmlSerializer(typeof(UserData));
   var xmlTextWriter : XmlTextWriter  = new XmlTextWriter(memoryStream, Encoding.UTF8);
   xs.Serialize(xmlTextWriter, pObject);
   memoryStream = xmlTextWriter.BaseStream; // (MemoryStream)
   XmlizedString = UTF8ByteArrayToString(memoryStream.ToArray());
   return XmlizedString;
}


function DeserializeObject(pXmlizedString : String)   
{
   var xs : XmlSerializer  = new XmlSerializer(typeof(UserData));
   var memoryStream : MemoryStream  = new MemoryStream(StringToUTF8ByteArray(pXmlizedString));
   var xmlTextWriter : XmlTextWriter  = new XmlTextWriter(memoryStream, Encoding.UTF8);
   return xs.Deserialize(memoryStream);
}


function CreateXML()
{
   var writer : StreamWriter;

   var t : FileInfo = new FileInfo(_FileLocation+"/"+ _FileName);
   if(!t.Exists)
   {
      writer = t.CreateText();
   }
   else
   {
      t.Delete();
      writer = t.CreateText();
   }
   writer.Write(_data);
   writer.Close();
   Debug.Log("File written");
}
   
function LoadXML()
{
   //StreamReader r = File.OpenText(_FileLocation+"\\"+ _FileName);
   var r : StreamReader = File.OpenText(_FileLocation+"/"+ _FileName);
   var _info : String = r.ReadToEnd();
   r.Close();
   _data=_info;
   Debug.Log("File Read");
}

//EndOfXML Code **************************************************************


@script RequireComponent(AudioSource)

I’m not sure of the context of you script, but when the play button is pressed, you can grab the current position of the camera and store it in a variable. Then you can change a new variable called stopCamera to true. Then in the update function, a conditional statement will fix the camera’s position to that Vector3. When you want it to stop fixing the camera’s position, then make stopCamera false.

kind of like this:

var fixedCameraPos : Vector3;
var stopCamera : boolean = false;

function Update() {
if(stopCamera) {
Camera.main.transform.position = fixedCameraPos;
}
}

Ideally you could stop the source of the camera’s movement directly.
How is the camera moving (following script, iTween, etc)?

i found the answer …

private var camMouse;

function Start () {

camMouse = gameObject.Find("Main Camera").GetComponent("MouseLook");

} 
function Update(){
if (shownewgame == true){
Screen.showCursor = !Screen.showCursor;
Screen.showCursor = true;
camMouse.enabled = !camMouse.enabled;
}
}