So I took a slightly different approach than you. I actually check for the entity type and have the scrip attached to the jump pad itself.
Script.x = 0 --int "X"
Script.y = 0 --int "Y"
Script.z = 0 --int "Z"
function Script:Start()
self.enabled=true
end
function Script:Collision(entity, position, normal, speed)
if self.enabled then
self.component:CallOutputs("Collision")
if entity.script.entityType == "Player" then
entity:AddForce(self.x, self.y, self.z)
end
end
end