[HELP] How come my NWInt check function is opening the wrong menu?

So I have this run when a player initial spawns to check if they already made their character
My NWInt character_created for me is set for 0 and I did check using a print function in the server
but for some reason it is still opening CharAlreadyMade instead of OpenCharMenu
I even tried NWBool but it did the same thing

[LUA]
function char_check(ply)
if LocalPlayer():GetNWInt( “char_created” ) == 0 then
OpenCharMenu()
else
CharAlreadyMade()
end
end
[/LUA]

Terrible approach.
Use net messages instead.

im netmessaging in order to call that function

[editline]23rd November 2016[/editline]

I guess I’ll try making 2 netmessages instead of a check function

[editline]23rd November 2016[/editline]

nope it is still opening the wrong one

Why are you even using nwvares.

Hello, was wondering if someone could help me.

im using it to save pdata because I want it to save whether a player has created a character already

nobody?

Didn’t it occur to you that you could store it on player and NOT sending it constantly, instead send it upon menu opening via net messages?

As in:
ply.createdCharacter = true

Then sending it in when opening menu.
net.Start(“crap”)
net.WriteBool(ply.createdCharacter)
net.Send(ply)