As I'm working with the scripted mission code this week, I decided that as I make changes it would be a good idea to post them here so that we're all on the same page. If you see it here, it works. If you don't, then I haven't implemented it yet (or HAVE but it's broken). Eventually when there is an editor you won't need to know this; but for now:

Mission parameters:
-- --UIName...................The name of the single mission as displayed in the single-mission selection list
-- --UIDesc.....................The brief description text as seen when a single-mission is selected
-- --UIBriefing.................The full briefing text as seen when a single-mission is selected
-- --has_TUTORIAL...........No tutorial scripting (0), tutorial scripting (1). This is a quick reference for the single-mission UI

-- --MissionTrigger:
-- ----Type......................The type of starting trigger
-- ------"ASAP".................As soon as possible
-- ------"EVENT"...............Some event triggers the mission to begin
-- ----Action....................When Type=="EVENT" this is the specific event action
-- ------"UNDOCKS"..........The specified subject undocks
-- ------"INFLIGHT"...........The specified subject is in-flight (NOT docked to another ship)
-- ----Subject...................When Type=="EVENT", this is the subject of the specific event action
-- ------"PLAYER"..............Refers to the ship the player is on (cockpit modules excluded when docked), even when docked
-- ------"PLAYER_HOST".....This refers to the player's host ship when docked, or to the player's ship when in-flight
-- --StartDelay.................The time in milliseconds after the start conditions are met before the mission's flights actually start performing tasks

Flight Parameters:
-- --Flight#:
-- ----UIName..................When identified via COMMS or IFF, this will be the Flight's callsign ("Raven"). For flights of 1 ship this is the ship name ("The OBT Campana")
-- ----Owner....................The person/faction that own this flight
-- ------Type....................The type of owner
-- --------"Faction"............This flight is owned by a specific faction
-- ------Subject.................If owner is type "Faction" then this is the faction name (use "FactionA" and "FactionB" for now).
-- ----StartLoc..................Defines where each flight begins
-- ------Subject.................The reference for the start location
-- --------"PLAYER_LAST"....The body the player was last in orbit around when last saved
-- --------"ORBIT"..............Start in orbit around the specified body (using details A[star], B[planet], and C[moon]). Values should be -1, or greater than 0.
-- --------"PLAYER"............Starts near player (not for use with player ships, or player's host ship). Use Radius value to specify distance from player in km, or Details for x,y,z from player
-- --------"DOCKED"...........This flight will start docked to another ship
-- ------Degrees................When using PLAYER_LAST or ORBIT, this denotes the degrees from 0 longitude of the host body. (0.0 - 359.0, -1000.0 == RANDOM)
-- ------Radius..................When using PLAYER_LAST or ORBIT, this denotes the altitude of periapsis. If PLAYER, then this is the distance from player
-- ------Details A, B, C, D...Provides extra info depending on location subject (used with ORBIT always; and with PLAYER [A, B and C only] when Radius == -1)
-- ------Details A, B, C, D...When using DOCKED: host flight #(A), Ship# in host flight(B). (NOTE: "DOCKED" ALSO REQUIRES DATA FROM ARRIVAL TASK)
-- ----startROT x, y, z........Intended for flights with only 1 ship, allows said ship to begin with a predetermined rotation (dps). A value of -1000.0 generates a random value (-10 to 10)
-- ----playerALLOWED........If set to 1, the player can pick this flight to fly in (if multi-ships then player also must pick which ship in flight). Else, set to 0
-- ----playerShipALLOWED..If the player owns a ship, setting to 1 will allow player to use that, else set to 0
-- ----genNewShips...........Allows the mission manager to generate a new ship for this flight if one doesn't already exist (normally set to 1 for single missions)
-- ----preDefSHIP.............The filename, minus extension, of the pre-defined ship to use ("Ships/Predefined/")

Task Parameters: (NOTE--TASK1 MUST ALWAYS BE "ARRIVE")
-- --Task#:
-- ----Task......................The task to perform
-- ------Action..................The primary action to perform during the task
-- --------"ARRIVE"............The Flight arrives (is spawned)
-- --------"UNDOCKS"........The Flight undocks
-- --------"DOCKS"............The Flight docks
-- ------Method.................How the action occurs
-- --------"MAGIC".............No prerequisite is required. For example, an arriving task set to magic would just cause the flight to appear
-- --------"MOTHERSHIP"....IF StartLoc:Subject = "DOCKED"
-- -----Trigger..................The type of trigger used to start the task
-- -------"ASAP"................The task should begin immediately
-- -----Delay....................Allows for a timed delay, once the task is triggered, before the task actually starts (in milliseconds)
-- ----TargetPRI................The primary target/goal for the task
-- ------Type....................The type of target/goal
-- --------"NONE"..............No specific target/goal
-- ------Details A..............When flight StartLoc:Subject = "DOCKED": location(A) [internal pad = 0], [external pad = 1], [external port = 2], [internal port = 3]
-- ------Details B, C..........When flight StartLoc:Subject = "DOCKED": Host port/pad ID(B), docked ship's port(C) [ship uses landing skids when docked at a pad]


Edit: I'm only adding things that I've done a refinement pass on, and are verified working. More to come...