Oh wonderful, thank you that worked perfect. I'm not able to block those events and thus block weapon sounds and bullet holes server sided.
My only question is whether or not there's an efficient way of blocking it server sided? I can stop firing in client data but that also stops the animations etc.
Is there a specific way of preventing the event to get the the original "invoker"?
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also, is there a way to change an argument in the forward? like with forward_return? I'd like to change the eventindex to a different event.