there will be many many many game variables, I already have localy access to an object's position and orientation, as well as the eye/view pos/orient. adding in any of the variable you have mentioned would besimple and will probly be done anyway. the idea is to give access to as many game variables as posable.
That's awesome.

Just give out a list of implimented variables when they're done, and i can't wait to use them.

In regards to the triggered animation systems, sorry, i think i mislead you there :\
I was still refering to the materials system rather than the sub-model one - ie, material effects that are only brought about once triggered. Pretty much like the current sub-model animation system triggers, except instead of moving something, it would initiate some sort of material change.
A really basic example would be to have a sexp fire after 20 seconds, which triggers a 'scripted' (mathamatically) material animation, such as gradually lowering the alpha values on difusse map of a ship, starting at the time it was triggered rather than as soon as the mission loads.

And don't worry about the sub-model animation code not being used. I was performing a rather interesting experiment the day it came out, as i'm sure many others were/are.

Within that same day i managed to get this:
http://www.geocities.com/vasudanad/New_OrestesDockingClaw.zipI didn't release it then and am reluctant to release it now due to the terribly incomplete-ness of the whole thing, but since the docking ship there is going to be delayed in texturing, i figure i may as well post this now.
I was hoping to post a better one with both ships completely HTLed and with no glitches, such as some better docking clamps that were actually timed properly and looked decent, but the effect is still there in that one. So ignore everything but the animation.

(I also have a pair of far far far more extravagant sequences completely planned out, but they're for TI.

)
And submodel scaling matricies you say? Ooooooooh......

*scurries off to replan a few things*