The purpose of the moving the client name into a set/get function is to prevent people from changing it and impersonating other users. Your name is your name. You can't be an impersonating friend anymore. Sorry.
I had no intention of using it to impersonate another player, about all I would use it for would be to display classes in a class-based deathmatch.
The Torque resource manager is completely forgeted. It took an incredible amount of effort just to be able to connect to a server, download files, and not crash (there are still some crash/invalid packet bugs in v12 that are fixed for v13). I do not want to rewrite it right now.
I guess that's fair enough, although really it seems to make sense to have it after this long. And those invalid packet fixes sound good.
That isn't even coherent enough to read, let alone program.
Well, the main thing that I meant by this is being able to add conditions to an input event. Design-wise, a dialog which shows when you select an input event (if it allows selecting of conditions) that allows you to select logic by which that input event would be called. ie,
onActivate [ If Client BL_ID is 4332 ] -> Client -> ChatMessage [ Hello Clockturn! ]
onActivate [ If Client BL_ID is not 4332 ] -> Client -> ChatMessage [ You are not me! Get out of my house. ]
Something like a list of values for a class, and you can select any one of the usual input targets to compare a value.
Variable events with a better implementation really, but skipping the annoying variable* stuff. Sorry if my explanation is still ass.
And what I meant by the stuff at the start was, well, I added some arrows to shift events up and down in the GUI, adding them to the swatch of the line. They appeared fine, but as soon as I changed the input event, they were deleted. So I had to use an absolutely horrible hack to get them to work at all, and even then not very well (I'm not proud of it).