bouncing ball without physics/gravity

Hey, another quick question here from a beginner. II'm playing around with code and right now I'm trying to figure out how to create a bouncing ball without using any physics/force/gravity. I'm basically trying to learn how this kinda coding works so I can apply it to other things that aren't exactly meant to be physics based.. here it is so far(not very far :)):

var YMovement : float = 0;
var damp:float;
var fall:float;
var jump:boolean=false;

function Update ()
{   
    if(jump==false){
    YMovement = Mathf.Lerp(YMovement, -1, Time.deltaTime*damp);
    transform.Translate (0,YMovement * 12 * Time.deltaTime, 0);
    }else if(jump==true){
         transform.position.y+=fall*Time.deltaTime; //???
    }
    }   
function OnTriggerEnter(col:Collider){
    if(col.gameObject.tag=="ground"){
    jump=true;
    }
}

this code is attached to a box that would be bouncing on top of another box tagged as "ground". Right now after the bounce all I have is the ball shooting towards the positive y axis, but the initial fall is the way I want it ..Any pointer on how to do this or if I'm even doing it right would be greatly appreciated.

To do it totally programmatically without physics, you can do something like this:

var bounceSpeed = 1.0;
var bounceAmount = 2.0;

function Start () {
    while (true) {
        var t = 0.0;
        while (t < 1.0) {
            t += Time.deltaTime * bounceSpeed;
            transform.position.y = Bounce(t) * bounceAmount;
            yield;
        }
    }
}

function Bounce (t : float) : float {
    return Mathf.Sin(Mathf.Clamp01(t) * Mathf.PI);
}

Edit: actually you can remove the Start function and use this if you wanted the bouncing to continue forever:

function Update () {
    transform.position.y = Bounce((Time.time * bounceSpeed)%1) * bounceAmount;
}

If you wanted to limit the number of bounces, though, then keep the Start function and replace "while (true)" with "for (i = 0; i < 10; i++)" for 10 bounces, etc.

This script is simply GREAT!