Greatings CocaCola
The character controller will not force the object in your example. Infact, the Mass property does not exist in the character controller object. It will be your responsibility to control how characters interact with your world; the character controller is a starting point which handles basic collision and movement.
Here is a work around, which might not be the best work around, but it works.
I have simply added a hidden object and set its position to that of the character using the [phy set rigid body position] command.
//BASIC
autocam off
sync on
phy start
sync rate 60
backdrop on
make camera 1
color backdrop 1,RGB(55,55,55)
//OBJECTS
make object cube 1,20
phy make box character controller 1,0,0,30,10,10,10, 1, 10.5, 45.0
position object 1,0,0,30
`phy set rigid body mass 1,500000
make object sphere 2,20
color object 2,RGB(255,0,0)
phy make rigid body dynamic sphere 2
phy set rigid body mass 2,1
position object 2,40,0,5
make object box 3,70,1,70
color object 3,RGB(0,0,255)
position object 3,0,-20,0
phy make rigid body static box 3
make object cube 4,20
phy make rigid body dynamic sphere 4
phy set rigid body mass 4,2
hide object 4
do
//INFO FROM PLAYER
x = object position x (1)
y = object position y (1)
z = object position z (1)
rotx = object angle x (1)
roty = object angle y (1)
rotz = object angle z (1)
//MOVEMENT
if upkey() = 1
phy move character controller 1,600
Endif
if downkey() = 1
phy move character controller 1,-600
Endif
if rightkey() = 1
roty = roty + 3
Endif
if leftkey() = 1
roty = roty - 3
Endif
// Use object 4 to push the sphere
phy set rigid body position 4, object position x( 1 ), object position y( 1 ), object position z( 1 )
//CAMERA
position camera 1 , object position x (1), object position y (1)+70, object position z (1)-10
point camera 1, object position x (1), object position y (1), object position z (1)
//UPDATE PLAYER
rotate object 1,rotx,roty,rotz
//FINSIHING STUFF
sync
phy update
Loop
Note that the mass of the objects in this example have little effect because we are forcing the hidden object into its position; any other dynamic rigid body will be pushed out of the way. If we wanted to consider the mass, we would need adjust the character's position to the result of a physics collision between the two objects; perhaps by getting the hidden object to touch the sphere, check the result, then position the character where the hidden object is sent after the collision.
It gets a bit complicated, but such detail would only be necessary if it was an integral part of your game mechanics; sometimes a more simple approach will not ruin the gameplay.
There are other ways to push the object; you may want your object to move with certain constraints. You could add a force to the sphere when it collides with the character; or you could run an object movement or rotation function to move your object along a set path, IE: pushing a lever or forcing a door shut.