Oh I think you guys misunderstood me. This is not about real live mapping at all (although I'm doing a little project on that on the side).
If you have JK2editingtools there is a program called BehavED. This program is an interface for creating scripts that are assigned to a target_scriptrunner in the map editor.
In singleplayer, when you use a trigger_multiple assigned to a target_scriptrunner, it will run a .ibi script. This is set up before the compiled map. Nothing to do with live mapping
The script can tell what's going to happen, when, in which order, if/else conditions. For example, the script could look like this:
//Generated by BehavEd
affect ( "staticbrush1", [email protected]
_TYPE*/ FLUSH )
move ( $tag( "destination1", ORIGIN)$, < 0.000 0.000 0.000 >, 1000.000 );
This would tell the script to run on staticbrush1, and move the static brush to a tag (ref_tag) in the map editor that you have named "destination1". This would take 1000 milliseconds. There's almost endless possibilities what you can do with these things though.
This works fine in singleplayer. For some reason it doesn't work in multiplayer levels. It sounds like it could be only a matter of using the code from single player in the multiplayer code, to get this to work, although I don't know the reality of this stuff.
Hope that cleared it up!