Problem: you need an array of strings, but your level scripting language does not support any collection data types
Solution: put all the strings in as keyvalues on an arbitrary map entity, and iterate over those instead 

— hitscanner apologist ⚡
— tired trans woman ⚧️☣
— not always grumpy, she just looks like that 💀
— level/environment designer 🔨
— Current work: Skin Deep (at Blendo Games) 🐈
📍 Adelaide, Australia
Private page (for friends): @garbagegrenade
Problem: you need an array of strings, but your level scripting language does not support any collection data types
Solution: put all the strings in as keyvalues on an arbitrary map entity, and iterate over those instead 
This is some peak "if it's stupid and it works then it's not stupid.." ( ◡‿◡ )
I was experimenting with modding American McGee's Alice once and wanted to be able to save values using dynamically named keys in their scripting language so ended up hacking together a system where you "declare" a SaveLoad variable which creates an untriggerable trigger_once named SAVELOAD_DATA_{keyname} and then you have functions which can save and retrieve integers via their SaveLoad keys, which works by setting or returning the corresponding trigger_once's health keyvalue.
I should definitely write a post (or several) about that game some time honestly. I had quite a bit of fun with it.