My solution is similar:
Ball:
Let the ball spawn multiple invisible T0 (type 0-char) every frame of its flying cycle.
The T0 should have a body at y: 9000 and should disappear after 1TU.
Character:
Put an itr/kind 8 in first frame of the ball-opointing move.
The itr/kind 8 should have these attributes:
y: 9999, x: 2000, w: 4000 - it is at the same height as the ball's body and covers the whole area.
ik8's dvx should lead to standing frames.
So the main idea of this ik8 stuff is to let the char detect if there is a ball already on the battleground and act accordingly. The main problem are the T0, cuz' ik8 doesn't affect T3(balls). Although if you use the newest exe, this problem is solved, but yeah.
Right, i hope this is understandable
EDIT:
Yeah, I guess you're right...just didn't understand the whole thing with teleporting, so i wrote mine...
Ball:
Let the ball spawn multiple invisible T0 (type 0-char) every frame of its flying cycle.
The T0 should have a body at y: 9000 and should disappear after 1TU.
Character:
Put an itr/kind 8 in first frame of the ball-opointing move.
The itr/kind 8 should have these attributes:
y: 9999, x: 2000, w: 4000 - it is at the same height as the ball's body and covers the whole area.
ik8's dvx should lead to standing frames.
So the main idea of this ik8 stuff is to let the char detect if there is a ball already on the battleground and act accordingly. The main problem are the T0, cuz' ik8 doesn't affect T3(balls). Although if you use the newest exe, this problem is solved, but yeah.
Right, i hope this is understandable
EDIT:
Yeah, I guess you're right...just didn't understand the whole thing with teleporting, so i wrote mine...