Still not enough information.
1) Make sure you have a GAME LOGIC trigger on your map named "server"
2) Make another trigger, called ONCE, that calls this script below.
; *****************************************************
; ** Operation Flashpoint Script File
; *****************************************************
Zcount = 0
#loop
?!(local server) : goto "Client_and_Server"
;------------ Client computers skip this bit
;------------ This part only runs on the Server
#Server_Only
NowSet = false
~5 ; wait 5 secs on the server
Zcount = Zcount + 1
publicvariable "Zcount"
publicvariable "NowSet"
NowSet = true
;---------------------------------------------
;------------ This part runs of all computers
#Client_and_Server
; the client computers will each wait until NowSet is True
; NowSet is made TRUE only by the server
; the server makes the NowSet variable public also
; the Zcount variable, also public, only has 1 added on the server
; but is "passed" to each client to read also
@NowSet ; wait for the server to set true (approx ever 5 secs)
titletext[format ["The Count is: %1", Zcount], "Plain down"]
goto "loop" ; both server and clients go back to start again
;---------------------------------------------
I havent tested but should work. But really its only to demonstrate the basics of Server-to-Client communications.