lol, ok, problem solved. If you want to know how I did it:
When I reset the actor position I add an impuls to the mesh. Just use sth like this:
physic.AddImpulse([mesh],Globals.Vector3(physic.GetBodyPosition([mesh]).x-physic.GetBodyPosition([actor]).x,physic.GetBodyPosition([mesh]).y-physic.GetBodyPosition([actor]).y,physic.GetBodyPosition([mesh]).z-physic.GetBodyPosition([actor]).z),false);
and replace [mesh] with the right mesh and [actor] with your main character. I think this thing is really great. With this line you can kick everything around^^
Note: You have to get the right mesh via collision tests.