Okay, I've done a lot of testing with the "No modding" idea.
Here's the low-down:
I wasn't able to get any desireable results.
Here's a list of the problems:
1) "EntityWithinZone" is one of the commands in FPSC that Lee never finished making... in fact, he never even started. The only thing in that command is a couple comments for his "TODO List"
2) [EDIT] Never mind this one.. Memo to self: Don't change to a state that doesn't exist unless script must remain inactive from that point forth.
3) "MoveToTarget", or any move command for that matter, fails to move the entity
if the entity is driven by the physics system. If you turn the "Physics ON?" option in the entity's properties to "NO", it WILL move toward it's target. The problem here then becomes... it will not move if bumped into. Removing the entity from the physics system like that will make it immune to pretty much any physics influences. The most movement I could get out of the object in that state was a slight twist when running into it.
REASONING: Physics driven entities require information from the physics system in order to move... that being, said if the physics system tells it that it shouldn't be moving, then it won't move, even if the object has been directed to move through manual means (AKA the "movetotarget" command). However, removing the entity from the physics system will allow you to move it manually, at the cost of.... well, removing it from physical influences.
I understand your need for BOTH a physical influence upon the object as WELL as a "manual override" option to give a wonderful and appealing illusion.
I hate to be the bearer of bad news, but that's all my tests have netted me.
If, on the other hand, you're comfortable with only having a manually moved object, then here's the scripts I have managed to create:
Triggerzone (Beam) script:
;Header
desc = Beam
;Triggers
:anywithinzone=1:activateallinzone=1
Entity Script:
;Header
desc = Tractorbeam Target
;Triggers
:state=0,activated=1:settargetname=Beam,state=1
:state=1:movetotarget
:state=1,random=5:state=0,activate=0
Setup:
1) Change the entity's "Physics On?" property to "No" for the entity to follow the tractor beam.
2) Place a dynamic entity at the END of the beam and name it "Beam". This is the entity that your boxes or whatever will be moving toward.
There is always an option to Mod the source to attempt a hybrid of physically influenced objects as well as having manual control over them. I didn't look into it too much, so I can't say if it would be difficult or not.
The one and only,