Trap messages (Shodan taunts, computer voice etc) added (failure state messages only until trigger conditions variables are added).
Death watch trigger scripting implemented for destroying entire subclasses of items (eg destroying all the computer nodes on a level). Deathwatch on specific items still a mystery. Models that are deathwatched are created as func_damageable and can be destroyed by weapons.
Fixed sys.wait timer on scripting to actually work.