I know for a fact you can move a ball around without having to destroy it first.
I finally do have some code I can share with you guys that will do what I was talking about (moving the ball into Frank's hand, as well as a 1 frame animation of throwing the ball). You'll need to add 2 timers to the table, one called "LMover" and one called "RMover" and set their intervals to 1, also make sure to un-check the Enabled box (we can't have those timers running when the table starts, it's now in the code, but it wasn't initially); then just copy/paste the code in that Google document, replacing all of the code in your table.
If you guys want more of an arm animation, I will work on it; if you want to see how it looks with Dark's ball primitive, I could try to look into that, but I think UW would be better suited for it.
If you want to just test this without having to play a game and build up a lock, if you copy the wall called TrapLeft_On and just paste (making a duplicate that will be called TrapLeft_On1), then if you open the debugger during a game and put a check mark on "Throw Balls in Player," you can throw a ball into the VUK and because that copied wall is up, it will direct the ball into Frank's hand (yeah yeah, it's technically Frank's monster as Frankenstein is the doctor, whatever). You don't even have to start a game because the VUK will automatically kick the ball up.
There is also an arm throw solenoid test in the test menu if you want to test things there.
Edited by Shoopity, 20 August 2014 - 09:52 PM.