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then be upset while nothing gets done
Tough titties I guess lol. You want to make epic videos, you gotta put in the work ;)
well... to automate it you need a wheel spinning animation loop that cycles the correct distance for one turn. that could sorta auto drive the wheel motion along a curve. to get auto steering wheel you need two procedural bones on the wheels, that react to the steering wheel bone. suspension is something you just gotta animate. there is no auto i can think of. you could maybe create a rigid wheel base / chassis and make the body rotate on it a lil bit, to animate physical forces. all of this involves decompiling or basicly working on a raw model and the qc file.
This is good advise.
but is there really no way to hit the record button, but instead of a scout spawning up its a car? i don't know i feel like it's possible.
In any case, the bumper cars were definitely added way after that (Scream Fortress 2014), and I suspect the mechanics for them wouldn't transfer across well to other vehicles.
* The Engineer Update was released the 8th July 2010, introducing building-hauling mechanics for the Engineer. Source FilmMaker doesn't have those mechanics.
In Half-Life 2 (which Garry's Mod is probably based on), you can ride in vehicles. In Team Fortress 2, you can't. So no, Source FilmMaker's game mode doesn't support riding in vehicles like that. You have to manually animate how cars drive and such.
TL;DR: No, it's not possible.
create a car style brush and dynamic prop entity group that could behave like driving. i think that'd involve a bunch of logic entities and console macros and key binds to get this done.