That has got to be the largest example of overkill I have ever seen in code. Not only that, but you made a number of mistakes. Also, the Vcam stutters if the movements are controlled by actionscript, I know from experience.
To get the "camera" following the character in the dead center of the screen just have this code play every frame (Why on earth would you use clipevent?).
To offer a sounder solution to the previous attempt which tried to get it to move smoothly (poor method, it leads to the velocity of the camera always exceeding 0, so the camera never comes to a complete stop.)
Pretty simple, flexible code. Uses a tiny bit of basic trigonometry, but it shouldn't be anything too difficult to figure out. Just be sure to change the camera speed threshold to something reasonable given how fast your character is moving, and declare CamCurrY and CamCurrX, or you'll end up with a camera starting from 0,0 (I'm assuming that would be the default assigned value) frantically trying to reach the character. I think I might have used a few too many parenthesis somewhere, so you might get a glitch while compiling. I wanted to be absolutely sure it would follow the proper order of operations.
Hmm, I should probably save this code, it might come in handy in the future.
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