# AcceptInputCommand **Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node) ## Description `accept_input [ALL|NONE|SKIP]` What type of input does the game accept. ALL is the default, SKIP allows skipping of dialog but nothing else, NONE denies all input. Including opening the menu etc. SKIP and NONE also disable autosaves. *Note* that SKIP gets reset to ALL when the event is done, but NONE persists. This allows you to create cut scenes with SKIP where the dialog can be skipped, but also initiate locked#### down cutscenes with accept_input NONE in :setup and accept_input ALL later in :ready. @ESC ## Method Descriptions ### configure ```gdscript func configure() -> ESCCommandArgumentDescriptor ``` Return the descriptor of the arguments of this command ### validate ```gdscript func validate(arguments: Array) ``` Validate wether the given arguments match the command descriptor ### run ```gdscript func run(command_params: Array) -> int ``` Run the command