I have 2 problems that are of a similar nature regarding actions.
In one case, I'm taking user input (hitting a button) to rotate an object. If the user hits the button twice very fast, then I'll get an "Action already running" error. The desired response would be that the object would rotate twice (as if actions that user tries to run while an action is running are queued). Because the user input is arbitrary I can't run a Sequence action.
In another case, I'm taking user input (hitting a button) to move an object (left or right by a fixed lengths). Simultaneously, the object moves on it's own at regular intervals (down at fixed lengths). If the user hits a button to move the object while the drop action is running, then that action will be stopped. The result is that objects that are supposed to move at expected lengths due to action interrupts.
How are you all dealing with this kind of problem? I imagine it's pretty common. Even though I've been using Cocos for a while, I didn't have this kind of issue with my last game. I've searched through the forums and having found anything.
TIA