Each line gets a time in seconds followed by a call on some entity: hello world is "0.0 Script:Print("hello world")". The syntax quickly gets verbose from there - and no multi-line statements allowed!
Some of the flaws of this language:
-Miserable computational abilities. Until just this morning we were unable to add two numbers together. The main limitation is poor access to information - getting things like the x position of an entity requires a language extension - an easy one, but when it's not there....
-A vague notion of types. Variables attached on entities are typically enclosed in quotes: "true", "100", etc. But in arbitrary instances you can also use space-delimited vectors, for example: Script:Goto(100) or Entity.SimpleMovableInst:SetPosition(0 0 0). If you use the wrong thing, you will be lucky to get an error message. Usually it just silently fails.
-Lexical macros. These were added in order to cut down on the number of custom scripts we were using: instead of cut-and-pasting "switch1...door2....etc." variables we could say "$[target]" and it would be replaced at runtime with the contents of variable "target" on that entity instance. But they have the effect of giving a lot of false errors in the cases where we don't need to use those variables on a rich, multi-purpose entity. Worse, if I forget to add a variable necessary for the script, that instance will fail and I may not realize why.
-The parser doesn't recognize delimitation of strings, among other things. Putting a colon inside a print statement causes an error message.
It is no surprise that endless grief has resulted from these various flaws. I fixed bugs resulting from all of the above just today.
It works fine for timelines, but I'm hoping to get Scheme(or something with similar potency) for the next project.