How To Work RigidBody.AddExplosionForce()

I found the script for AddExplosionForce(), but I cant seem to get it to respond. Does anyone know if I put this script onto the object that is being forced or to an object that is causing the explosion?

And yes I put a rigidbody on the object I want to be forced. =)

Either way, I tried placing on the rigidbody object and got nothing. Then I tried to place another object under the rigidbody to see if it would be the causer of the force, but still nothing.

Any ideas on how this works?

Anything within the radius of the Vector3(where you apply the AddExplosionForce) that has a rigidbody, will be affected. You can use this code in a few ways. The most simple way is to attach it to an empty gameObject and instantiate that object with your explosion object or bullet/missile impact.
I’ll post my code which works ( the copy and paste of the code isn’t exactly the same as the original, some of the formatting is a bit messy in the conversion)

#pragma strict
    
var radius : float = 1;	// All objects in this radius with a rigidbody component will be affected
var power = 10.0;	// how much horizontal power should there be?
var upForce = 2.0;	// how much vertical power should there be?

private var layerMask : LayerMask; //So we can choose which objects will be added to the Collider Array
private var myColliders : Collider[];	// Collider Array

function Start () {
layerMask = 1 << 9 | 1 << 10; // Affect only layers 9 and 10	
myColliders = Physics.OverlapSphere(transform.position, radius, layerMask);  // Add objects to array that are within radius   	
	// Check objects in array and apply explosionforce to appropriate objects.
	for(var hit : Collider in myColliders) {
        if(hit.transform.tag == "Enemy" || hit.transform.tag == "Shootable"){    // Which tagged objects should we apply the explosion to?   
	        if(hit && hit.rigidbody){ // if we have an object and that object has a rigidbody then apply the explosion to it
	            hit.rigidbody.AddExplosionForce(power, transform.position, radius, upForce);  // All rigidbodies in the radius will be affected regardless of layer or tag.	           	
	        }
		}
	}
}
Destroy(gameObject); // Now that we have applied the explosionforce we can delete/destroy this object.
}