It's animation that shutters not just the camera. Use [0,0,0 instead of 0.01 I had that code for a jeep and it doesn't shutter;
#Get Jeep Positions Pos1 is for camera, pos2 is for movement
(0,0,0, [(eq,1,1)],[
(scene_prop_get_instance,"$jeep","spr_jeep_yellow",0),
(prop_instance_get_position, pos1, "$jeep"),
(prop_instance_get_position, pos2, "$jeep")]),
#pin camera to jeep overhead
(0, 0, 0, [(eq,1,1)], [
(mission_cam_set_mode,1),
#high enough
(position_move_z,pos1,300),
#far enough
(position_move_y,pos1,-700),
(mission_cam_set_position, pos1),
]),
#This will render player immobile playing anim_unused_human_anim_1 (edited to last 0,1 so when camera mode returns player won't notice there was an animation playing).
(0,0,0, [(eq,1,1)],
[
(get_player_agent_no, ":player_agent"),
(agent_set_animation, ":player_agent", anim_unused_human_anim_1),
]),
#fix jeep to ground
(0,0,0, [(eq,1,1)],[
(position_set_z_to_ground_level, pos2),
]),
#Controls acc, deacc, without gears
#Basic move using pos2
# (0, 0, 0,
# [(game_key_is_down, gk_move_forward)],[
# (position_move_y,pos2,10),
# (prop_instance_animate_to_position, "$jeep", pos2, 10),
# ]),
# (0, 0, 0,
# [(game_key_is_down, gk_move_backward)],[
# (position_move_y,pos2,-10),
# (prop_instance_animate_to_position, "$jeep", pos2, 10),
# ]),
#Steering
(0, 0, 0,
[(game_key_is_down, gk_move_right),(neg|eq, "$gear", 0)],[
(position_rotate_z,pos2,-5),
(prop_instance_animate_to_position, "$jeep", pos2, 10),
]),
(0, 0, 0,
[(game_key_is_down, gk_move_left),(neg|eq, "$gear", 0)],[
(position_rotate_z,pos2,5),
(prop_instance_animate_to_position, "$jeep", pos2, 10),
]),
#gears 1,2,3, reverse and 0
(0,0,0, [(eq, "$gear", 0)],[
(prop_instance_animate_to_position, "$jeep", pos2, 10),
]),
(0,0,0, [(eq, "$gear", 1)],[
(position_move_y,pos2,10),
(prop_instance_animate_to_position, "$jeep", pos2, 10),
]),
(0,0,0, [(eq, "$gear", 2)],[
(position_move_y,pos2,20),
(prop_instance_animate_to_position, "$jeep", pos2, 10),
]),
(0,0,0, [(eq, "$gear", 3)],[
(position_move_y,pos2,40),
(prop_instance_animate_to_position, "$jeep", pos2, 10),
]),
(0,0,0, [(eq, "$gear", 4)],[
(position_move_y,pos2,70),
(prop_instance_animate_to_position, "$jeep", pos2, 10),
]),
(0,0,0, [(eq, "$gear", 5)],[
(position_move_y,pos2,100),
(prop_instance_animate_to_position, "$jeep", pos2, 10),
]),
(0,0,0, [(eq, "$gear", -1)],[
(position_move_y,pos2,-10),
(prop_instance_animate_to_position, "$jeep", pos2, 10),
]),
#gear shifting
(0, 0, 0,
[(game_key_clicked, gk_move_forward),(lt,"$gear",5)],[
(val_add, "$gear", 1),
(play_sound,"snd_car_gear"),
]),
(0, 0, 0,
[(game_key_clicked, gk_move_backward),(gt,"$gear",-1)],[
(val_sub, "$gear", 1),
(play_sound,"snd_car_gear"),
]),
#hand brake
(0, 0, 0,
[(game_key_clicked, gk_jump)],[
(store_random_in_range, "$drag", -900, 910),
(position_rotate_z,pos2,"$drag"),
(position_move_y,pos2,1500),
(prop_instance_animate_to_position, "$jeep", pos2, 10),
(assign, "$gear", 0),
]),
#Sounds
(0.5,0,ti_once, [(play_sound,"snd_car_start")],[]),
(0,0,3.5, [(play_sound,"snd_car_run")],[]),