This is the script I've been trying to get to work:
Scriptname Cerebral_TrainingDummy extends ObjectReference {Allows training dummies to be used for leveling. Usefulness declines as you grow stronger in your skill.};====== Ranged Weapons ===================Keyword Property WeapTypeBow AutoKeyword Property VendorItemArrow AutoKeyword Property WeapTypeBoundArrow Auto;====== One-Handed Weapons================Keyword Property WeapTypeMace AutoKeyword Property WeapTypeWarAxe AutoKeyword Property WeapTypeDagger AutoKeyword Property WeapTypeSword Auto;====== Two-Handed Weapons================Keyword Property WeapTypeGreatsword AutoKeyword Property WeapTypeBattleaxe AutoKeyword Property WeapTypeWarhammer Auto;====== Destruction Magic=================Keyword Property MagicDamageFire AutoKeyword Property MagicDamageFrost AutoKeyword Property MagicDamageShock Auto;====== Other Properties==================Actor Property Player AutoEvent OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) ;Debug.Notification("Hit detected.") if (akAggressor == Game.GetPlayer()) Debug.Notification("The player hit me!") if akSource.HasKeyword(WeapTypeSword) Debug.Notification("Hit with a one-handed weapon!") Game.AdvanceSkill("OneHanded", 10.0) endif endifEndEventThe code works great at detecting when the player hits the activator, but it fails to recognize when I'm hitting it with an iron sword.
