Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Nuke, Cluster, & Napalm firing too fast #84

Open
LMariachi opened this issue Jun 15, 2015 · 0 comments
Open

Nuke, Cluster, & Napalm firing too fast #84

LMariachi opened this issue Jun 15, 2015 · 0 comments

Comments

@LMariachi
Copy link

There doesn’t seem to be an internal timer after Nuke, Cluster, or Napalm, so a lane that triggers one also triggers the others in rapid succession, since their tests are identical (or close enough.) It should give the first ability triggered time to work before checking again, especially with Napalm since it takes effect over a few seconds.

makaRTH pushed a commit to makaRTH/steamSummerMinigame that referenced this issue Jun 16, 2015
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

2 participants