How to make Jump Pad functional?

I made a Jump Pad script with the express purpose of being an all around script for thrusting the player in different directions. Here’s the script:

using UnityEngine;
using System.Collections;

public class Thrust_Pad : MonoBehaviour
{

    public int thrustX;
    public int thrustY;
    public int thrustZ;

    void OnTriggerEnter(Collider col)
    {
        if (col.gameObject.name == "Ghost" && col.GetComponent<Rigidbody>())
        {
            Vector3 padThrust = new Vector3 (thrustX, thrustY, thrustZ);
            col.GetComponent<Rigidbody>().AddForce (padThrust * 100, ForceMode.Impulse);
        }
    }
}

Bearing in mind that the player’s name is Ghost, I’m not sure why it’s not working. I verified the trigger works with a simple print code and even that it’s detecting a rigidbody with “Print (col.GetComponent());” and it gives me “Ghost (UnityEngine.Rigidbody)” so I’m not sure what’s making it not thrust at all. I set all 3 integers to 10 in the inspector for testing purposes and the multiplied 100 in the script was to exaggerate it as much as possible so get it to do anything.

Old thread, but since I’m searching this and it came up as one of the top results in google, if you want a trigger to be agnostic of type, and simply apply to ‘any’ prefab with a rididbody attached, you could do a simple check like :

    private void OnTriggerEnter(Collider other)
    {


        Vector3 padThrust = new Vector3(thrustX, thrustY, thrustZ);


        if (other.GetComponent<Rigidbody>() != null)
        {
            other.GetComponent<Rigidbody>().AddForce(padThrust * 100, ForceMode.Impulse);

        }
    }