In multiplayer Physics and Scripting Problem

So here is my question. how do i get this to work for pushing another Character Controller for multiplayer?

    var pushPower = 2.0;
    var overallSpeed = 0;
    var relativeSpeed = 0;
   
function Update() {
       
}
           
function OnControllerColliderHit (hit : ControllerColliderHit) {
        var body : Rigidbody = hit.collider.attachedRigidbody;
        // no rigidbody
        if (body == null || body.isKinematic)
            return;
           
        // We dont want to push objects below us
        if (hit.moveDirection.y < -0.3) return;
       
        // Calculate push direction from move direction,
        // we only push objects to the sides never up and down
        var pushDir : Vector3 = Vector3 (hit.moveDirection.x, 0, hit.moveDirection.z);
        // If you know how fast your character is trying to move,
        // then you can also multiply the push velocity by that.
       
        // Apply the push
        body.velocity = pushDir * pushPower;
       
        // On collision, get speed of controller
        var controller : CharacterController = GetComponent(CharacterController);
        var overallSpeed = controller.velocity.magnitude;
       
        // Get the Ratio for the Push Power. > overallSpeed = > Knock Back on Object
        var pushPowerRatio = overallSpeed * 0.3;
       
        // Apply the push, multiplied by pushPowerRatio
        body.velocity = pushDir * pushPower * pushPowerRatio;
       
}

or to push a rigidbody

Not sure if I understand your question.
Normally the physics happen on one client and the results are then in some form carried over to the others. You would not communicate the whole physical process via network. that would be unnessecary information.

Hope that helps somehow, although I am a beginner as well.

Also watch out if you make calculations on both ends. Something like this could happen (at 1:00:30)
http://unity3d.com/learn/tutorials/modules/intermediate/live-training-archive/merry-fragmas-multiplayer-fps-2

Oh btw, I did not mean that all the physical stuff happens at one client, only that a specific physical process would be calculated wholy on one pc and then the results are carried over. You could also do the calculations on both machines and check for consistancy (is everything happening within a expected range? Unreliant and unstable cheatprotection. Alhtough it could be a signal for a agent to investigate.