remain my 2d player above the ground just for 3 second then he behave like normal game play. . .

i am working on 2d game . . . .i want that when my 2d player got jetpack it remain in air or in jump condition for a moment, then my player sit in jet and the level end. . . can you tell me plz…how to remain my player above the ground for just for 3 second? here’s script. …

pragma strict
var columnsize :int = 19; var rowsize :int= 1 ; var columnframestart :int = 1; var rowframestart :int = 0 ; var totalframes :int = 19 ; var framesPersecond :int = 22 ;

var speed : float = 4; var jumpSpeed : float = 3; var gravity : float = 20.0; var JMPVectorSpeed :int = 3 ;

var coin : int =0; var player : GameObject ; private var moveDirection : Vector3 = Vector3.zero;

function Start () {

}

function FixedUpdate() {

var controller : CharacterController = GetComponent(CharacterController);

if (controller.isGrounded)
{
// We are grounded, so recalculate
// move direction directly from axes
moveDirection = Vector3(1, 0,0);
moveDirection = transform.TransformDirection(moveDirection);
moveDirection *= speed;
var anim = gameObject.GetComponent(spriteScript);
anim.sprite( columnsize, rowsize , columnframestart , rowframestart , totalframes , framesPersecond );
// sprite(columnsize , rowsize , columnframestart , rowframestart , totalframes , framesPersecond );

     if (Input.touchCount > 0)
     {
             print (Input.GetTouch(0));

var touch : Touch = Input.GetTouch(0);

if (touch.position.x < Screen.width/2) { //jump(controller); } else if (touch.position.x > Screen.width/2) { jump(controller); } }

 if (Input.GetButton ("Jump"))
 {
       jump(controller);
 }
}         

moveDirection.y -= gravity * Time.deltaTime;

// Move the controller
controller.Move(moveDirection * Time.deltaTime);
/JumpDown/
JumpDown();

if( Input.GetKeyDown(KeyCode.Escape) )
{
Application.LoadLevel(0);
}
}

function jump(controller : CharacterController) { moveDirection.y = jumpSpeed; // transform.Translate( Time.deltaTime * -Vector2.right * JMPVectorSpeed * controller.velocity.x); transform.TransformDirection( Time.deltaTime * -Vector2.right * JMPVectorSpeed * controller.velocity.x);
controller.Move( Time.deltaTime * -Vector2.right * JMPVectorSpeed * controller.velocity.x );

}

function JumpDown() { if( player.transform.position.y < 3 ) { //transform.position = Vector3(0.5973034,10.15439,5.695408); Application.LoadLevel(0);

}
}

Save the player’s position when the level ends, and for the next 3 seconds in the end of update function use the stored vector3 for the player’s position. Or just disable any scripts which affects the player’s position.