Else would go directly to an output event. If would check for a variable to be true or false (variables should be added to this new system as well). While would be constantly activated every few ticks as long as the input is being activated. And then it would go back after the input isn't being activated.
EXAMPLES:
text box = []
dropdown list = <>
IF/ELSE:
<on> <playerTouch> <self> <IF/ELSE_EVENT>
<if> <BL_ID> <==> [1] <client> <centerPrint> [Hello, Badspot!]
<else if> <BL_ID> <==> [27046] <client> <centerPrint> [Hello, Blueblur!]
<else> <client> [Unrecognized BL ID.]
<end>
This checks the BL ID of the person touching the brick and gives them a specific message based on who they are.
WHILE:
<while> <playerTouch> <self> <setColor> <blue>
This makes it so that if a player touches the brick it turns blue. When the player stops touching the brick it turns back to how it was.
If this new system was in place then a ton more things could be possible with events. Such as a capture point TDM sort of minigame.
<while> <playerTouch> <self> <IF/ELSE_EVENT>
<if> <team> <==> [red] <self> <setColor> <red>
<if> <team> <==> [red] <minigame> <chatMessageAll> [Red team has taken base 1!]
<if> <team> <==> [red] <player> <addScore> [1]
<if> <team> <==> [red] <client> <bottomPrint> [Holding base: +1 point]
<if> <team> <==> [blue] <self> <setColor> <blue>
<if> <team> <==> [blue] <minigame> <chatMessageAll> [Blue team has taken base 1!]
<if> <team> <==> [blue] <player> <addScore> [1]
<if> <team> <==> [blue] <client> <bottomPrint> [Holding base: +1 point]
While is activated every few ticks unless the player stops touching the brick.