Enemy not getting hit (Collider issue)

Right, my main character has a spawnpoint which is a child of him, that spawnpoint creates a sphere consisting of a box collider. Now the problem I’m having is that when I shoot that sphere, it doesn’t collide with the enemy. Each enemy has 2 lives (set in the inspector). This is my script.

// variable to store the enemy ragdoll
public var ragdoll:GameObject;
public var enemyLives:int = 0;

function onCollisionEnter (enemyhit:Collision)
{
	print("Testing collision");
	if (enemyhit.name == "Enemy") {
		GetComponent(enemyShot).enemyLives--;
		if (enemyLives <= 0)
		Instantiate(ragdoll, transform.position, transform.rotation);		
		animation.CrossFade("die");
		Destroy(this.gameObject);
	}	
}

Each of the enemy consist of a Character Controller. I’ve put RigidBody, box colliders etc on every single one of them + the child, the sphere still doesn’t collide. Did the same for the sphere, nothing is colliding. If anyone can help on this, it’d be greatly appreciated.

The:

 print("Testing collision");

Doesn’t work either "/ What am I missing? D:

OK here is my setups, I made a simplified version, I have a sphere which act as your bullet, it has rigidbody, sphere collider (no IsTrigger) and just a movement script. Then i have another sphere that acts as your enemy with CC, rigidbody (IsKinematic) and a sphere collider (no IsTrigger).

It has only this script:

 var lives = 5;
    function OnCollisionEnter(other:Collision){
        if(other.gameObject.tag =="Sphere")   
           Debug.Log("Collision");
           lives-=1;} 

And it works. I have not altered any other members of it all, just add components and that is it. MAybe you could add a collider to your enemy. As you rigidbody is set to IsKinematic, it won’t interfere as IsKinematic disables the collider.

// variable to store the enemy ragdoll
public var ragdoll:GameObject;
public var enemyLives:int = 0;

function onCollisionEnter (enemyhit:Collider)
{
    print("Testing collision");
    if (enemyhit.CompareTag("Enemy") {
       GetComponent(enemyShot).enemyLives--;
       if (enemyLives <= 0)
       Instantiate(ragdoll, transform.position, transform.rotation);     
       animation.CrossFade("die");
       Destroy(this.gameObject);
    }  
}

ok what you did wrong was try to find its name. Make a tag. then assign it. and its not :collision its :collider. did you get any output after you changed it to mine?