Stop multiple presses in vex bumper (Unexpected bumper output)
Because this problem was so infuriating and strange, I managed to do a workaround which the program refused to take a sudden addition to button counts after taking a first one. This enabled me to use the button without multiple extra counts.

string last;
float buttonPresses = 0;
float time = time1[T1];
bool isFirstTime = true;

task main()
{
    ClearTimer(T1);
    clearDebugStream();
    while(SensorValue(go) != 1) {

        string presses = buttonPresses;
        if(presses != last) {
            writeDebugStreamLine(presses);
        }
        last = presses;

        if(SensorValue(bump) == 1 &amp;&amp; buttonPresses &lt; 6) {
            if(isFirstTime || time1[T1] - time &gt; 50) {
                isFirstTime = false;
                wait1Msec(15);
                while(SensorValue(bump) == 1){time = time1[T1];}
                buttonPresses++;
            }
        }

    }
}


If you want extra probability against multiple extra "presses" you can widen the interval of tolerance (in this case the 50 value) to something larger, but it makes it less accurate at registering quick taps.