lennaert Yes, the second event is not firing because with wait(0) x sets to 2 after the event, great example.
For everyone, who get confused over the skipped actions, no matter the framerate, actions can't be skipped, i made a .capx demonstrating this. The heavy and laggy function is called and increase "var2" variable by one for 8797899 times (to hang the game for 5-10 seconds), then another function is called and set "var3" variable to "var2", and both values are always equal to 8797899, no action is skipped, no bad values written, when a function is called, the game hangs and the following actions are not even happening before it finishes (If you not using actions that don't give a result immediately, like destroying object, but even if using, this action will not be skipped, it will fire, but the system can destroy objects only in the end of tick, that's why you need to use Wait(0) after them to fire the following actions after destroy.).
.capx