Thanks Superku! That gave me just what I needed! Here's my working code:

Code:
//Rotate View Around Object Test

//Images
BMAP* top_view_button = "top_button.jpg";
BMAP* bottom_view_button = "bottom_button.jpg";
BMAP* front_view_button = "front_button.jpg";
BMAP* back_view_button = "back_button.jpg";
BMAP* side_view_button = "side_button.jpg";

//View Button
void view_button(var num) {
	if(player){
		switch(num){
			case 1:
			vec_set(player.pan,vector(0,90,0)); //top view
			break;
			case 2:
			vec_set(player.pan,vector(0,-90,0)); //bottom view
			break;
			case 3:
			vec_set(player.pan,vector(180,0,0)); //front view
			break;
			case 4:
			vec_set(player.pan,vector(0,0,0)); //back view
			break;
			case 5:
			vec_set(player.pan,vector(90,0,0)); //side view
			break;
	}
	}
}

//Panel
PANEL* buttons = {
	button(0,0,top_view_button,top_view_button,top_view_button,view_button,null,null);
	button(94,0,bottom_view_button,bottom_view_button,bottom_view_button,view_button,null,null);
	button(188,0,front_view_button,front_view_button,front_view_button,view_button,null,null);
	button(282,0,back_view_button,back_view_button,back_view_button,view_button,null,null);
	button(376,0,side_view_button,side_view_button,side_view_button,view_button,null,null);
	Flags = SHOW;
}

//Rotate Action
action rotate()
{
	player = me;
	mouse_mode = 1;
	while(1)
	{
		if (mouse_left){
			my.pan += mouse_force.x;	// mouse movement changes PAN 
			//my.pan = clamp(my.pan,-189,189);
			my.tilt += mouse_force.y;	// mouse movement changes TILT
			//my.tilt = clamp(my.tilt,-89,89); 
		}
		vec_set(mouse_pos,mouse_cursor);
		wait(1);
	}
}



I'll play with mouse overs and all that later. I am just happy to have working buttons that do what I want them to. This opens up a lot of things to me.

Thanks again!