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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/comments/735164875
Spawnflags: 'Everything (not including physics debris' checked in addition to the defaults.
Push Direction (Pitch Yaw Roll): -88, 180, 0. In other words, not quite straight up, which would be -90 - this gives the effect of a current in the river. The yaw will give you a rough direction for things to float in.
Speed of Push: 65 - although I remember having to tweak this very carefully so that things would neither sink nor catapult themselves far into the sky. You'll likely need to adjust this for your own map.
It looks like the water splashes are done with trigger_multiples calling a script OnStartTouch, which then spawns a particle system at the appropriate location.
As I said, very hacky. It's amazing it works at all...
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1449922161
Create a logic_script named something like 'water_splash_script', with 'Misc : Entity Scripts' set to 'water_splash'.
Create a trigger_multiple as a big block under the water's surface, similar to the trigger_push.
Spawnflags: 'Clients' unchecked, 'Physics Objects' checked.
Outputs: OnStartTouch, water_splash_script, CallScriptFunction, WaterSplashStartTouch. Delay of zero, 'Fire once only' left unchecked.
In theory at least, that should be it!
The water level is global for the map, but can be changed by setting WATER_LEVEL to a differnt value.
local location = Vector(object:GetCenter().x, object:GetCenter().y, water_level)
I also added a line for the SoundEvent and pointed everything to my own particles/sounds.
It all works great! I may try to figure out how to incorporate Rectus's use of a second particle (ripple only) for small bounces in the water.
soontekk - I think this would be perfect for your map.