UPDATE
Water pushes players if the brush beneath the water is slanted. This is why you’re pushed in the oasis tunnels, because the ground slants up and down and stuff. Just thought yeh might like to know.
UPDATE
Water pushes players if the brush beneath the water is slanted. This is why you’re pushed in the oasis tunnels, because the ground slants up and down and stuff. Just thought yeh might like to know.
No, water itself does not push.
You are confusing freedom of movement with slopes, with actual water effects.
Generally, with any movement, you ‘slide’ along the surfaces you hit. This is damped greatly when outside, because of gravity, and friction. In water, these forces apply to a much smaller degree, so sliding is much more pronounced, and even a slight bump against a surface in water will result in large sliding.
But this is totally distinct to water actually pushing.
To recap - water does not push you at all in ET.
thx @ chruker for the nice testmap (standard terrain in testmaps next time plz) :bump:
So the whole things feels a bit bumpy when u try to swim against the “push” but I also guess you can tweak that with time and amount of push.
I’ll remember the terrain next time (hopefully 
And yes, I had to try a few variations of interval and push value, to get a push that feel close to constant.
Hm it seems when using an angle in the target_push, you can only define horizontal angles, but no vertical pushing directions? I tried to place the target_push entity below the trigger_multiple to simulate a current that is sucking a player down for a bit, but somehow i don’t get the direction right.
Also it seems that the trigger_multiple becomes pretty “solid”, i.e. you can’t dive into the water anymore as fast as u can without the pushing effect. In real water the diving speed would be unaffected, but this way to make it work
And what is a target apex (“pushes the activator … towards a target apex”)? The whole forum doesnt give any clue about that.
Thx for your help 
Do you have the target_push targeting another entity? I would guess that you just have to move that entity upwards.
The MLB Daybreak map has a fan that uses the target_push to blow people up from 2 fans. And the Northpole map has a cannon that fires the player in an arc.
About the diving. Do you mean you die when hitting the water, or do you just change direction. If the last. ET probably just replace the players direction with the target_push velocity.
I think the problem is that a player jumps into the water from above, and then the would need to get sucked down into the trigger. That s not even working with a info_null targeted by the target_push. Was funny though to see the model bounce up and down on teh water surface 