How to make this happen when object collides with another?

I have a script that I found while searching for a way to make a ball bounce whenever it hits a jump pad. Although this script works for the bouncing, I need a way for it to only bounce when it hits the jump pad.
Here is the script:

using UnityEngine;
using System.Collections;

public class bouncer : MonoBehaviour
{

    private Rigidbody rb;
    private bool enter = false;
    private bool exit = false;

    public Vector3 Velocity = Vector3.zero;
    private Vector3 Gravity = new Vector3(0.0f, -10.0f, .0f);
    private float mass = 1.0f;
    private Vector3 Impulse = new Vector3(0.0f, 500.0f, 0.0f);
    private Vector3 acceleration;
    private Vector3 TempVelocity;
    public float timeMultipler = 1.0f;

    void Start()
    {
        rb = GetComponent<Rigidbody>();
    }

    void FixedUpdate()
    {
        if (enter)
        {
            acceleration = Gravity + Impulse / mass;
            enter = false;
        }
        else
        {
            acceleration = Gravity;
        }

        Velocity += acceleration * Time.fixedDeltaTime * timeMultipler;
        transform.position += Velocity * Time.fixedDeltaTime * timeMultipler;
    }

    void OnTriggerEnter()
    {
        enter = true;
        TempVelocity = Velocity; // velocity back up
    }
    void OnTriggerStay()
    {
        enter = true;
    }
    void OnTriggerExit()
    {
        exit = true;
        Velocity = new Vector3(TempVelocity.x, -TempVelocity.y * 0.9899999f, TempVelocity.z); //magic number for perfect bounciness 0.9899999f // you can modify if you need to
    }
}

Hi @SuperCrusher22 ,

You probably just have to give the jump pads a tag (in the code below: “JumpPad”) and then ask if the colliding object has that tag, like so:

     void OnTriggerEnter(Collider col)
     {
         if(col.CompareTag("JumpPad")){
            enter = true;
            TempVelocity = Velocity; // velocity back up
         }
     }
     void OnTriggerStay(Collider col)
     {
         if(col.CompareTag("JumpPad")){
            enter = true;
         }
     }
     void OnTriggerExit(Collider col)
     {
         if(col.CompareTag("JumpPad")){
            exit = true;
            Velocity = new Vector3(TempVelocity.x, -TempVelocity.y * 0.9899999f, TempVelocity.z); //magic number for perfect bounciness 0.9899999f // you can modify if you need to
         }
     }