All you really need is the relative forward, up, and right vector, and the rest is easy.
%forward = %player.getEyeVector(); //May have issues when freelooking, if so use [tt]getForwardVector()[/tt] and the z component of [tt]getEyeVector()[/tt]
%right = vectorCross(%forward, "0 0 1"); //Cross product returns a vector which is perpendicular to both input vectors
%up = vectorCross(%forward, %right); //This might actually be down, if so just swap the inputs
Using these vectors, you can scale them and add them to get any point relative to the player. eg:
%point = vectorAdd(vectorAdd(vectorScale(%forward, 2), vectorScale(%up, 0.3)), vectorScale(%right, 1));
%point will be a vector that is 2 units forward, 0.3 up, and 1 to the right, in front of the player.