Following classic RPC principles,
the best way to think about cmnRPC is as a networked version of script_execute -
you tell remote player(s) to run a specific script/function, and they will do so
as soon as they receive the request over network.
The rest is up to you - for example, if you have a cooperative shooter game of some kind, you can have the host/lobby owner order everyone to create an enemy and assign it a unique ID (e.g. just a number that counts up each time you do this) and base the rest of manipulations with it ("I've hit this enemy" / "this enemy is now moving over here") around the said ID.