Targeting not running with networking?

This targeting script worked perfectly before including networking

the character prefab has a child of the the player prefab with a collider as a trigger. now the issue is even though i have issued this gameobject a network idenitiy when i hit “Z” it does not even attempt to fire the code.

is it because i have more than 1 object with a local player authority or is it some other issue?

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System.Collections.Generic;
using UnityEngine.Networking;
public class Targeting : NetworkBehaviour {

    public static List<GameObject> attackers = new List<GameObject>();
    public Text targeting;
    public int howmanyplayers;
    public GameObject playertarget;
    public Camera main;
    public bool cameraturnon;
    public bool lookattarget;
    public Animator anim;
    public GameObject player;

    void OnTriggerEnter(Collider other)

    {
        if (other.gameObject.tag.Contains("Enemy") || other.tag.Contains("player"))
        {
            if (!attackers.Contains(other.gameObject))
            {
                attackers.Add(other.gameObject);
                Debug.Log(attackers[1]);
            }

        }
    }


    void OnTriggerExit(Collider other)
    {
        if (other.gameObject.tag.Contains("Enemy"))
        {
            if (attackers.Contains(other.gameObject))
            {
                Debug.Log(other.gameObject);
                attackers.Remove(other.gameObject);
                targeting.text = (" No target");

            }

        }
    }

    //begins targeting proccess
    void targetselectingstart()
    {


        if (Input.GetKeyDown(KeyCode.Z))
        {
            Debug.Log("tar");
            howmanyplayers -= 1;
            targeting.text = attackers[howmanyplayers].gameObject.name;
            playertarget = attackers[howmanyplayers].gameObject;
            player.GetComponent<Regularmovement>().enabled = false;
            player.GetComponent<combatmovement>().enabled = true;
            anim.SetBool("combat", true);
            lookattarget = true;
            if (howmanyplayers < -1)
            {
                howmanyplayers = attackers.Count;

            }
            cameraturnon = true;
        }
    }




    void targetcycle()
    {


        if (Input.GetKeyDown(KeyCode.X))
        {
            howmanyplayers += 1;
            targeting.text = attackers[howmanyplayers].gameObject.name;
            playertarget = attackers[howmanyplayers].gameObject;
            player.GetComponent<Regularmovement>().enabled = false;
            player.GetComponent<combatmovement>().enabled = true;
            anim.SetBool("combat", true);
            lookattarget = true;
            if (howmanyplayers > attackers.Count)
            {
                howmanyplayers = 0;

                cameraturnon = true;
            }
        }
    }

    void lookingattarget()
    {
        if (lookattarget == true)
        {
            player.transform.LookAt(playertarget.transform);
        }
    }

    void playerlistcannotbezero()
    {
        if (howmanyplayers <= 0)
        {
            howmanyplayers = attackers.Count;


        }

    }




    void playerlistcannotbemax()
    {
        if (howmanyplayers > attackers.Count)
        {
            howmanyplayers -= attackers.Count;



        }

    }


    void noenemys()
    {
        if (attackers.Count == 0)
        {
            cameraturnon = false;

        }
    }



    // Use this for initialization
    void Start () {
        if (!isLocalPlayer)
        {
            return;
        }
        playertarget = null;
    }
  
    // Update is called once per frame
    void Update () {
        if (!isLocalPlayer)
        {
            return;
        }
        lookingattarget();
        noenemys();
        playerlistcannotbezero();
        playerlistcannotbemax();
        targetselectingstart();
        targetcycle();
    }
}

Could you be more precise which code is not fired? Also I dont really see any network related code , so please explain, what should this code do on your local player and on the network.