how to use return in an IEnumerator with a trigger.

Hey all i was wondering if someone would be able to show me a way to add a wait into this script so there is a gap between the last life lost and change of scene. This is what i came up with but I cant use returns in the IEnumerator in this sence. Thank you in advanced.

public int scoreValueMissedRed;
private GameMasterEndless gameMasterEndless;
public AudioClip clip;

IEnumerator OnTriggerEnter(Collider other)
{
	if (other.tag == "level") {
		return;
	}
	if (other.tag == "blackRobot") {
		return;
	}
	if (other.tag == "blueRobot") {
		return;
	}
	AudioSource.PlayClipAtPoint (clip, new Vector3 (0, 4, -12), 1.0f);
	gameMasterEndless.AddScoreEndless (scoreValueMissedRed);
	gameMasterEndless.Lives--;
	if (gameMasterEndless.Lives < 0) {
		gameMasterEndless.Lives = 0;
		yield return new WaitForSeconds (1);
		SceneManager.LoadScene (5);
	}
	Destroy (other.gameObject);
}

}

I worked it out lol. Got bored of waiting and used my brain. Here’s my answer incase anyone as new as me is looking.

void OnTriggerEnter(Collider other)
{
	if (other.tag == "level") {
		return;
	}
	if (other.tag == "blackRobot") {
		return;
	}
	if (other.tag == "blueRobot") {
		return;
	}
	AudioSource.PlayClipAtPoint (clip, new Vector3 (0, 4, -12), 1.0f);
	gameMasterEndless.AddScoreEndless (scoreValueMissedRed);
	gameMasterEndless.Lives--;
	if (gameMasterEndless.Lives < 0) {
		gameMasterEndless.Lives = 0;
		StartCoroutine (Waiting ());
	}
	Destroy (other.gameObject);
}
IEnumerator Waiting ()
	{
	yield return new WaitForSeconds(1);
	SceneManager.LoadScene (5);
}

}