Getting rotation to work on client

Hey guys,Ive created a turret script which basically allows the player to press the up and down arrow. The turret its self is controlled by an empty game object. Ive got that working locally but how do i get it to work on client side. My tutor told me it was similar to the way the position works. like this:

void Update ()
{
if(Input.GetButtonDown("Right"))
			{
				transform.position = new Vector3(transform.position.x + 1.0f, transform.position.y,transform.position.z);
			}
			else if(Input.GetButtonDown("Left"))
			{
				transform.position = new Vector3(transform.position.x -1.0f, transform.position.y,transform.position.z);
			}
			
			if(Vector3.Distance(transform.position,lastPosition) > 0.05);
			{
				networkView.RPC("Log", RPCMode.Server, "Client " + owner + " is moving");
				
				lastPosition = transform.position;
				networkView.RPC("SetPosition", RPCMode.Others, gameObject.name, transform.position);
			}

}


	[RPC]
	public void SetPosition(string shipName, Vector3 newPosition)
	{
		// find the local version of the ship
		GameObject ship = GameObject.Find(shipName);		
		
		networkView.RPC("Log", RPCMode.Server, "Updating position of " + ship.name + " to " + newPosition);
		ship.transform.position = newPosition;
	}

how much different is to find the rotation of my turretscript.?

this is my turret script:

using UnityEngine;
using System.Collections;

public class TurretControl : MonoBehaviour 
{
	public NetworkPlayer owner;
	public float minForce, maxForce, forceIncrement;
	public float force;
	private int speed = 1;
	private float maxRotationZ;
	private float minRotationZ;
	
	void Awake()
	{
		enabled = false;
	}
	
	void Start()
	{
		minForce = 100;
		maxForce = 5000;
		forceIncrement = maxForce * 0.05f;
		force = (maxForce - minForce) / 2.0f;
		maxRotationZ = 0.5f;
		minRotationZ  = -0.1f;
	}
		
	void Update ()
	{
		if(Input.GetKey(KeyCode.UpArrow))
		{
			if (transform.rotation.z <= maxRotationZ)
			{
				transform.Rotate(0, 0, Input.GetAxis("Vertical") * speed);
			}
		}
		
		if(Input.GetKey(KeyCode.DownArrow))
		{
			if (transform.rotation.z >= minRotationZ)
			{
				transform.Rotate(0, 0, Input.GetAxis("Vertical") * speed);
				
			}
		}
		
		if(Input.GetKey(KeyCode.A))
		{
			force += (forceIncrement * Time.deltaTime);
			
			if (force > maxForce) force = maxForce;
		}		
		else if(Input.GetKey(KeyCode.S))
		{
			force -= (forceIncrement * Time.deltaTime);
			
			if (force < minForce) force = minForce;
		}
	}
	
	public float getForce()
	{
		return force;
	}
}

Okay, i found out that i needed to have a Network Component attached to the turret as well. which is updating both on server and client.