My RPC gets called, but doesn't do the math before it

So… I’m doing a script for onDeath. here’s some variable definitions:

  • newestID = highest number connection that attacked the ownerID

  • ownerID = the 1001 multiple of the user (body mesh)

  • swordID = the 1004 multiple of the user (-3 to find the 1001 ID)

  • winnerID = the 1001 multiple of the user who did the most damage to ownerID

    [RPC]
    private void success(){
    if(hpWidth>0.0f){
    hpWidth-=0.5f;

             		}
             		else{
             			
             			//------------------
             			for(int check = 1; check<newestID; check+=1000)
                         {if(ownLog[check]>ownLog[winnerID])
                         winnerID=check;
                         ownLog[check]=0;
                         }
             			Debug.Log ("winnerID:"+winnerID);
             			//------------------
             			hpWidth=0.0f;
             			swordW.particleSystem.renderer.enabled = false;
             			player.renderer.enabled = false;
             			swordS.renderer.enabled = false;
             			swordW.renderer.enabled = false;
             			swordW.collider.enabled = false;
             			sheildW.renderer.enabled = false;
             			sheilds.renderer.enabled = false;
             			}
    

    }

All the enabled = false are working just fine… its the for statement I just cannot get to work. Any ideas?

all the ownLog, winnerID etc are public… after having tried private

Seems like the RPC simply wouldn’t do any loops