Does anyone understand how the adept phase shift works enough to explain how to make an ability that "finishes" the Phase Shift's timer early?
I have poured an ungodly amount of hours into trying to make this work but I'm really struggling due to there being two units which have to somehow remain able to reference each other. My most promising approach I gave the shade a behaviour by default with a validator that would trigger a "final effect: teleport set" if removed if the unit had a "complete me now" behaviour on it, and then tried giving it a Complete Shade ability that applied a behaviour "complete me now" behaviour to the unit but it didn't work
It seems like whenever I solve one problem another one comes up: I can get the ability working but then I can no longer cancel the shade manually. I can get the ability working and the cancel working but then the normal timer expiry teleport stops working. I'm really at my wits end here
Use the new unit trackers effects and Unit Tracker behaviors to keep track of units between abilities.
Add new Unit Tracker behavior to the adept unit When the shade starts, add the Shade unit to the Adepts Unit Tracker behavior using Add Tracked Unit effect When you press your 2nd ability enumerate ('Enum Tracked Units' effect) the adepts tracker list and teleport to the position of the shade in the tracker list and handle the removal of the shade.