Hey all, I decided to work on a swep that shoots a sent with particle effects, to look somewhat like a plasma weapon. I have an explosion particle effect that is called on ENT:OnRemove(), and it all works fine on single player, however, it seems that in multiplayer, it’s being called too early, or it’s something with prediction. It’ll be removed and the explosion effect will be off the wall/entity by quite a bit. Is there any way to sync the effect and such up to where it’ll be removed exactly when it hits a wall or entity?
I’ll provide some code if that doesn’t make sense.