Turning off Rigidbody.AddForce after colliding with other collider.

I basically need to stop the Torque and Force commands from executing once the object attached to the script collides.

I’ve tried the following but still get errors:

this.rigidbody.AddForce = false;

this.rigidbody.AddTorque = false;

this.rigidbody.AddForce = null;

this.rigidbody.AddTorque = null;
Note: Also tried adding “verctor3.zero;”

This is the script. I am not the original author.

using UnityEngine;
using System.Collections;

public class GameplayCake : MonoBehaviour {

protected bool landed = false;

// Use this for initialization
void Start () {

}

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

}

public void startFalling(){

this.rigidbody.useGravity = true;
this.gameObject.transform.parent = null;
this.rigidbody.AddForce (0, 1500, 10);
	this.rigidbody.AddTorque (200, 10, 10);
}

public bool hasLanded(){
	return landed;
}

void OnTriggerEnter(Collider other) {

	this.rigidbody.useGravity = false;
	this.rigidbody.AddForce = false;
	this.rigidbody.AddTorque = false;
	this.rigidbody.velocity = Vector3.zero;

	gameObject.transform.parent = other.gameObject.transform;
	landed = true;

}

}

Try this:

void OnTriggerEnter(Collider other) {
	gameObject.rigidbody.velocity = Vector3.zero;
	gameObject.rigidbody.isKinematic = true;

	gameObject.transform.parent = other.gameObject.transform;
	landed = true;
}