I know, but the best way really is to experiment.
There's very little you can do wrong in the cli editor, practically all the commands are compatible through the use of variables
The flow would be real simple, like
1*car on starting line, waypoint 0
2*car recieves data from waypoint array, and moves forward, gaining speed.
3*car curves it's y angle, based on data recieved -the angle to the next waypoint from this one and step value to curve.
You'd work wout the best values through trial& error, unless you know your trig. You can also apply the curve to the yangle of the front wheel limbs.
4*car hits waypoint 2, same process as before.
*Special condition
If a car collides with another,
find get the next waypoint position from the array, store the car's current angles, use point object to point the car towards the waypoint, store it's y angle, now rotate it back to where it was, and put the new y angle into the curveangle angle variable
increase the step value of the curveangle command to compensate for the collision, once there is no longer a collision.
That way it'll turn back towards the waypoint more quickly and hopefully stay on the track
there are of course always other ways
If you don't care about smooth curves, you could simply use the point object command to point the car, without curving it slowly.
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