It currently seems to me that it would be the best solution - or at least, a solution that should probably work and lies within my ability - to script a certain cutscene that way, and I’m wondering if this is a problem or not.
What I want to do is have a script that fires a cutscene when the PC enters a certain area by ExecuteScript “cutscene_1.” And then have that script do several things that are the same no matter which cutscene variant is supposed to happen (mostly camera movement) and, after that, for that script to go "if (condition a) ExecuteScript “cutscene_1a” or "if (condition b) ExecuteScript “cutscene_1b” and so on.
(This mostly because the variants are different enough that I have no idea how to code them well in a single script, despite Tarot already trying to teach me that once before. Hi, Tarot! Sorry, Tarot!)
But there are a few problems. Firstly, I don’t really know whether this can work that way, and if it can, whether it’s a good idea or some CPU–destroying nightmare. Secondly, the lexicon says that the ExecuteScript function has no delay and fires immediately when called, not after the calling script ends. Does that mean it will be faster than the things that come above it in the calling code? If I put my camera movements above the ExecuteScript bit in my code, will they happen before calling the second level of scripts, like intended, or will it all get jumbled up and horrible?