Basically, you have to duplicate the front wheels setup: add a suspension/rock groove on each additional pivot and a spin groove on each additional wheel.
The code chunk to add could look like so:
Code: Select all
IFRPIVOT.ACT
not a lollipop
constant
straight
absolute
0,0,0
11
0,1,0
rock
absolute
12
0,0,0 <- change this one with the wheel's coordinates
y
0
NEXT GROOVE
IFLPIVOT.ACT
not a lollipop
constant
straight
absolute
0,0,0
13
0,1,0
rock
absolute
14
0,0,0 <- change this one with the wheel's coordinates
y
0
NEXT GROOVE
IFRWHEEL.ACT
not a lollipop
constant
no path
spin
controlled
15
0,0,0 <- change this one with the wheel's coordinates
x
NEXT GROOVE
IFLWHEEL.ACT
not a lollipop
constant
no path
spin
controlled
16
0,0,0 <- change this one with the wheel's coordinates
x
Notice how I added an "I" in front of the actor identifiers (ie. IFRWHEEL.ACT), that's because the game also look for these. You'll also have to add the groovyfunkref numbers (here 11-16) to the corresponding slots above the groove chunks. Should look like so:
Code: Select all
4 // Number of steerable wheels
7 // GroovyFunkRef of 1st steerable wheel
8 // GroovyFunkRef of 2nd steerable wheel
12
14
4,13,-1,-1 // Left-front suspension parts GroovyFunkRef
3,11,-1,-1 // Right-front suspension parts GroovyFunkRef
6,-1 // Left-rear suspension parts GroovyFunkRef
5,-1 // Right-rear suspension parts GroovyFunkRef
-1,-1,2,1 // Driven wheels GroovyFunkRefs (for spinning)
10,9,15,16 // Non-driven wheels GroovyFunkRefs (for spinning)
As you're working in CarEd only and you try to avoid PT2 (if I remember correctly), you can't add empty actors for the additional pivots. If possible (I don't remember CarEd too well) I suggest you create little cubes that you'd place and hide at the center of both additional wheels, and use them as 'parents' to the wheel and name them IFRPIVOT.ACT and IFLPIVOT.ACT.
If it proves too complex, or unachievable via CarEd, just send me the files when you're done with the car and I'll setup the front wheels for you.