2D Physics Thrower Side Scroller - Explosion Physics?

Hi,

Can I use add explosion force but constrain it to two axis for the purposes of 2D explosion physics. Or is there a better way for achieving this? What I want is to affect rigidbodies near a gameobject by applying relative force based on distance from explosion centre, and the power of the explosion. Do I put this on the projectile or instantiate a seperate explosion gameobject?

var radius = 5.0;
var power = 10.0;
function Start () {
// Applies an explosion force to all nearby rigidbodies
var explosionPos : Vector3 = transform.position;
var colliders : Collider = Physics.OverlapSphere (explosionPos, radius);

    for (var hit : Collider in colliders) {
        if (!hit)
            continue;
        
        if (hit.rigidbody)
            hit.rigidbody.AddExplosionForce(power, explosionPos, radius, 3.0);
    }
}

try this:

public static void AddExplosionForce(Rigidbody2D body, float explosionForce,
Vector3 explosionPosition, float explosionRadius)   
{
  var dir = (body.transform.position - explosionPosition);
  float wearoff = 1 - (dir.magnitude / explosionRadius);
  body.AddForce(dir.normalized * explosionForce * wearoff);
}