Make the car stop by hitting the wall

Hi There! I’m trying to make a car game that when the car hits a wall it stops working.

The problem is that I only managed to make the upper parts of the car to stop, but the wheel colliders keep working and the car keeps going after hitting the wall.
i’ve used the C# script:

public class CarScript : MonoBehaviour
 {	
	public float maxTorque;
	public Transform centerOfMass;
	private bool isDead = false;
	public WheelCollider[] wheelColliders = new WheelCollider[4];
	public Transform[] tireMeshes = new Transform[4];

	private Rigidbody m_rigidBody;

	void Start()
	{
		m_rigidBody = GetComponent<Rigidbody>();
		m_rigidBody.centerOfMass = centerOfMass.localPosition;
	}

   void Update()
	{
		if (isDead)
			return;

		UpdateMeshesPosition();
	}
	
	void FixedUpdate()
	{
		float steer = Input.GetAxis ("Horizontal");
		float accelerate = Input.GetAxis ("Vertical");

		float finalAngle = steer * 41f;
		wheelColliders[1].steerAngle = finalAngle;
		wheelColliders[0].steerAngle = finalAngle;

		for (int i = 0; i < 4; i++)
		{
		
			wheelColliders*.motorTorque = accelerate;*

_ wheelColliders*.motorTorque = maxTorque;_
_
}_
_
}*_

* void OnTrigger (Collider other)*
* {*
* if (other.tag == “wall”)*
* Death ();*

* }*

* private void Death()*
* {*
* isDead = true;*
* }*

I’m new to Unity and as you can see, I do not have much KNOWLEGDE in programming and i think i did something wrong in this script, so… any help would be appreciated.
THANK YOU
*Sorry for my english, hope you can understand.

private void Death()
{
isDead = true;
this.GetComponent().isKinematic = true;
float steer = Input.GetAxis (“Horizontal”);
float accelerate = Input.GetAxis (“Vertical”);

         float finalAngle = steer * 41f;
         wheelColliders[1].steerAngle = finalAngle;
         wheelColliders[0].steerAngle = finalAngle;
 
         for (int i = 0; i < 4; i++)
         {
         
             wheelColliders*.brakeTorque = Mathf.Infinity;*

}

}
private void Respawn(){
isDead =false;
this.GetComponent().isKinematic = false;

}