Unity PVP script

So i've gotten to the point in this project where I have two players connecting to this cloud server. I have gotten collision down to a science, but I am unable to manifest a killing point for the sword that kills the dying player.

Here's the script for the player:
    using UnityEngine;
    using System.Collections;
     
    public class playerStats : MonoBehaviour {
    public hitEnemy weaponScript;
    public Transform health;
    private float hpWidth;
    private PhotonView myPhotonView;
    public PhotonView pv;
    private int Kills;
    public int rctDied;
    // Use this for initialization
    void Start () {
    hpWidth=health.transform.localScale.x;
    myPhotonView = PhotonView.Get(this);
    }
    // Update is called once per frame
    void Update () {
    }
    [RPC]
    void meleeHit(float damage, string senderID, PhotonMessageInfo p1){
    if(hpWidth >0.0f)
    {hpWidth -= damage;
    health.transform.localScale = new Vector3 (hpWidth, 0.6000001f, 0.5f);
    }
    else
    {
    //weaponScript.kills += 1;
    Debug.Log (p1.photonView.name+" Killed "+senderID);
    myPhotonView.RPC("addKill", PhotonTargets.AllBuffered, senderID);
    //Debug.Log (myPhotonView.viewID+" Dead");
    }
    }
    [RPC]
    void addKill(string hitName, PhotonMessageInfo info){
    if(hpWidth>0.0f && info.sender.name == hitName){
    Kills+=1;
    Debug.Log(info.sender.name+"=="+hitName);
    }
    Debug.Log (info.sender.name+" has "+Kills+" kills");
    }
    }

and the script for the sword:
    using UnityEngine;
    using System.Collections;
     
    public class hitEnemy : MonoBehaviour {
    public Rigidbody swordPos;
    public PhotonView pv;
    private PhotonView myPhotonView;
    public string pNAME;
    //public int kills;
    // Use this for initialization
    void Start () {
    myPhotonView = PhotonView.Get(this);
    }
    // Update is called once per frame
    void Update () {
    this.rigidbody.MovePosition(swordPos.position);
    //this.rigidbody.position(swordPos.position);
    transform.position = new Vector3(swordPos.position.x,swordPos.position.y, swordPos.position.z);
    this.rigidbody.MoveRotation(swordPos.rotation);
    this.rigidbody.freezeRotation = true;
    //Debug.Log (kills+myPhotonView.viewID);
    }
    void OnCollisionEnter(Collision hit){
    this.rigidbody.freezeRotation=true;
    this.rigidbody.MovePosition(swordPos.position);
    this.rigidbody.MoveRotation(swordPos.rotation);
    transform.position = new Vector3(swordPos.position.x,swordPos.position.y, swordPos.position.z);
    if(hit.gameObject.tag == "Player")
    {
    pv = hit.collider.GetComponent<PhotonView>();
    //attacker = hit.collider.t
    //pNAME = Attacker.sender.name;
    myPhotonView.RPC("findSender", PhotonTargets.All);
    //Debug.Log(ha.sender.name+" sent hit");
    //player.RPC("meleeHit", PhotonTargets.AllBuffered, 1.0f);
    if(pv.viewID-3 != myPhotonView.viewID)
    pv.RPC("meleeHit", PhotonTargets.AllBuffered, 1.0f, pNAME);
    }
    }
    [RPC]
    void findSender(PhotonMessageInfo Info){
    pNAME=Info.sender.name;
    }
    }

basically what i'm looking for is this result:
me wrote:
Sword hits player
sword sends player swordID
player recieves hit, hp-=damage
player sends [RPC] to all swords
if(sword.viewID == swordID)
kills+=1;