I have a question regarding the scriptlanguage and its relation to ingame events.
What I really would like is a fairly detailed and technical description of how the script sequential execution works, what interrupts what etc. I’d also like such a description in relation to enteties/ the map/ bsp/ ingame development.
example in misch-mash pseudocode
routine1
function1_1
alertentity A
wait 5000
trigger self function1_1
function1_2
wait 2000
function1_3
wait 1000
routine2
function2_1
trigger function1_2
function2_2
wait 2000
Example questions:
function1_1
Can I do loops like this and then leave the loops by triggering function1_2, I don’t get it to work, ET freezes.
comment: If this does freeze ET then the scripting calls external functions somewhere and they run there and can be interrupted there, even if the script function itself is on wait…yes that seems in line with ingame results…
this would mean that calling eg function1_2, interrupting 1_1 would allow an immediate new call of 1_1 after 1_2 has ended, only calling 1_1 when 1_1 is on wait is inhibited…
function1_2
If I call this from function2_1, I reckon execution returns to function2_1 afterwards.
Q
Does a wait in f2_1 affect the return time to f2_1?
If function1_3 is called during such a wait, is return to 2_1 cancelled?
What happens if function2_2 is called during the execution of function1_2. Will the return from 1_2 cancel function2_2?
etc etc
(These were example questions, the question is about the sequential/ interrupt schema.)
Making a testmap and testing every command and twist, effectively researching the language in detail is (not really) of course an option. :bored: 
I have no prob. w basic script_movers, splines, triggering btw entities & scripts, building scripted multiple condition triggers, …
A paper&pen schematic over this would be very welcome.
Erik