Pages: 1 I'm making an input based mini game. It works like
this, there's one master event set to autorun that calls the
input generator (decides which key you have to press).  The Key
Input Processing is set to wait until key is pressed, and stores
the amount of time it takes to press the key.  Then it just
branches to see if you pressed the right key in a fast enough
time, which triggers bits of dialogue from the master autorun
event. It works perfectly unless you press nothing.  My problem
is this, I can't figure out how to erase the input generated if
no keys are pressed. (wrong presses +1) It sounds simple in
theory, to branch if the key press is 0, shut down the event and
+1 to wrong presses. If I put a branch like this under the key
input processing command, it won't do anything unless a key is
pressed, which would have to be >0, so that portion of code
never commences.  I've tried a couple theories, including
separate pp/autorun events branching if key press is 0 after an
allotted wait command. Does a