Looking pretty cool - nice to see someone make their games modable for a change!.
Walaber,
I'm guessing that the scripts are loaded then parsed in realtime, so although the script looks like basic code, it's actually being interpreted. Basically, instead of coding the behaviour of a bullet or enemy, the script will look after that part - but without needing to change the main source code. Advanced script systems are used to control the entire game logic, that's why Half-Life is so big in the mod community, it's got a lot of possibilities with the scripting engine. It makes sense to have a script do gameplay specific tasks, like inside a level editor, you could have a door - and it might need another action to happen before it opens the door. It's much neater to be able to tell the program through a script what conditions it needs, as well as other factors that decide how it operates - really you want to design your game inside the level designer, not with DB code.
Apex,
I find it beneficial to use object setup files, like a file that sets the visual properties, scale, and orientation of an object. This could be done with a little script file, but I reckon it's much easier to have a setup program to create the files easily, then hijack the object loading code so that it's done through a function that checks for object setup files and processes the object to suit. You can even use it to recycle your objects because a model could have several setups - I used that quite a lot in Jetpac2003, there's only a few models making up about a dozen different enemies - all I really did was rotate them and use different textures, if you have JP2003, take a look in the enemies directory. Perhaps it would be a good idea to spend a bit of time on an object setup system, get a good GUI in there because it's the type of thing other people would have to use - nobody likes to guess object scaling and orientation with code. Just an idea.
Van-B
The nature of Monkey was irrepressible!.