If you look at the sample project in the "Level 1" map on layer "Main", you will see it has a "ManagePlayers" plan. In this plan, you will see a "Hello Player 1" rule. This rule displays the message passing parameters that cause the message to prevent input for the player from being processed until button 1 is pressed. On the "options" parameter, if you select "Specify multiple Options values" you can see all the options that are selected in the options parameter. Notice that Player1 and Button2Dismiss are checked. That means that, if you call CustomObjects.Message.MapPlayerToInputs instead of the regular MapPlayerToInputs, then:
1) Player 1 will only receive input when a message for player 1 is not displayed AND
2) Player 1 can dismiss the message using button 2
(that is the meaning of the two options).
See also: the "Player Inputs" plan
Make sense?