I don't know what should I be saying here... What's left is you are the one who has to understand how to do it.
Some pointers:
1) Understand what sync object does: (creation and destroy is covered here not broadcast message)
2) Sync Position (or with angle) if it is moving npc/enemy object.
3) Sync None if it is a static object like loot. Use broadcast message to update position on created.
4) Restrict client input just for continuous trigger, for triggering trigger use send message.
I'm not sure how familiar you are with c2 event system, what can I say is the way you set up you capx imply that you still need some more study to get out of the normal event structure (it feels incomplete rather than wrong), in MP it is different but you can correlate such as to use every tick = use sync, to use trigger = use send message, trigger once= send message.
I'm an artist, not a coder and official example and manual is all I need to understand this, there's no reason why you can't do it