Reset GameObject with trigger on respawn

Hey guys and girls. So I made a trap. The trap is a sprite that is a weight, to this weight I have attached my “hurtPlayer” script, which works fine.

On the bottom I have my spring board with a script that makes the weight fall down and then hurt the player. The board on the bottom has a boxColldier2D with a trigger. I have to attach my weight gameObject to the script on the sprinboard to make it work.

I also have a resetOnRespawn script that literally works for all my enemies and even this weight. However what happens is when I respawn the trigger to the weight is activated again and the weight falls right when I am respawning. Is there a way to fix this, so it doesn’t just fall when I am respawning?

CODE FOR TRAP:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class FallingTraps : MonoBehaviour {

	public GameObject fallingTrap; 



	// Use this for initialization
	void Start () {

	}
	
	// Update is called once per frame
	void Update () {

	}

	void OnTriggerEnter2D(Collider2D other){

		if (other.tag == "Player") {

			//GameObject.FindWithTag ("FallingTrap").GetComponent<Rigidbody2D> ().isKinematic = false; 

			fallingTrap.GetComponent<Rigidbody2D> ().isKinematic = false;
		} 
	}
}

And RESET ON RESPAWN SCRIPT:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ResetOnRespawn : MonoBehaviour {

	private Vector3 startPosition; 
	private Quaternion startRotation;
	private Vector3 startLocalScale; 

	private Rigidbody2D myRigidBody; 



	// Use this for initialization
	void Start () {

		startPosition = transform.position;
		startRotation = transform.rotation;
		startLocalScale = transform.localScale;

		if(GetComponent<Rigidbody2D>() != null){
			myRigidBody = GetComponent<Rigidbody2D> ();
		}
	}
	
	// Update is called once per frame
	void Update () {



	}

	public void ResetObject(){

		transform.position = startPosition; 
		transform.rotation = startRotation;
		transform.localScale = startLocalScale; 

		if (myRigidBody != null) {

			myRigidBody.velocity = Vector3.zero; 

		}

	}
}

When you activate the trap, you’re activating it by setting its rigidbody.isKinematicto false, so you’ll need to set it back to true when you reset it.