[Photon cloud] help with Syncing Partical system

Hi, I've been following the unity multiplayer tutorial series "Merry fragmas" and I was trying to figure out how to sync the particalsystem.play part of the code. in the tutorial the part of the code I'm trying to sync is this...

public ParticleSystem Muzzle;

void Update () {
        if (Input.GetButtonDown ("Fire1") && !Input.GetKey (KeyCode.LeftShift))
        {

            Muzzle.Play();
            shooting = true;
        }
    }

if I was wanting the effect to play across all clients would I need to make it a RPC call, or would I need to rewrite it to use PhotonNetwork.Instatiate instead.
( I've tried re-writing it as an RPC but I couldn't quite figure it out.)

if any one could help would be much appreciated.

void Update()
{
         if(Input.GetButtonDown("Fire1")&&!Input.GetKey(KeyCode.LeftShift))
         {
                //Same code maybe with a if(shooting) check as i dont know how you handle button up
                Muzzle.Play();
                shooting = true;
                photonView.RPC("NetworkMuzzle", PhotonTarget.Others, true);
          }
          else if(Input.GetButtonUp("Fire1") && shooting)
         {
                    Muzzle.Stop();
                    shooting = false;
                    photonView.RPC("NetworkMuzzle", PhotonTarget.Others, false);
         }
}

[RPC]
private void NetworkMuzzle(bool triggerMuzzle)
{
       if(triggerMuzzle)
       {
              Muzzle.Play();
        }
       else
       {
              Muzzle.Stop();
       }
}

If you are updating you position and stuff like that every X milliseconds then you could also just send the shooting bool and handle it locally.

Thanks so much, I modified it a little to fit my needs but it works like a charm.

for anyone els that looks at this and cant get it to work the "PhotonTarget.Others" needs to be changed to "PhotonTargets.Others" the "s" is missing on the end of "target".