I managed to get mulitple passenger vehicles to work fairly easily 
by extending the existing code. I just made copies of the  driver 
variables for each passenger. It was fairly trivial to do. Getting that 
to work is the least of your concerns as using vehicles in multiplayer 
in the standard SDK is fairly choppy.

Matt Hoffman wrote:
> I've spent the last... day or two or three trying to get Peachfuzz's old
> code working, seen here:
>
> http://www.chatbear.com/board.plm?a=viewthread&t=573,1125931904,10177&id=901881&b=4991&v=flatold
>
> However... This is old code. As in four year old code now (well ~3 by the
> code date for OB SDK) and A LOT has changed. So much, I'm not even sure what
> has changed. Using WinMerge results in no results as so much has changed.
> Now that I've kinda given up on implementing that code, I've begin to think
> of an alternative. I noticed that Valve had already implemented some
> "Passenger" stuff, for Alyx in Ep2.
>
> Could the stuff done for Alyx easily be mirrored/replaced for a player? I
> would want to allow either AI or Human Passengers to use the vehicle, so I
> would have to mirror the NPC Passenger stuff. What all would be missing from
> said passenger stuff that NPC's don't need that players do? I presume the
> view calculations stuff, but that seems fairly simple to mirror
> across/derive from the base for the passenger, as well as the driver.
>
> Can anyone provide some input as to this matter? (Also when is the Invalid
> Steam key size going to be fixed? :)
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