Wait, let me make sure I understand:
You want to make a spellcasting system that will allow you to teleport a unit from wherever it is to any place of your choice. The system you have in mind to cast the spell is simply to move a dark templar out of a location. The unit that you're teleporting is not the dark templar itself.
This is what I'm guessing:
- You want to use a DT because that way other players can't see when you cast a spell
- You don't want to use an air unit because it can't be restricted by terrain, so will let players roam all over the place with their 'spellcaster'
- You were thinking of using a defiler instead of the DT, so that when you cast a dark swarm, you would teleport the main unit to the position of the dark swarm. You figured there would be a problem with this because either the defiler was too big for the small spellcasting area, or the range of a dark swarm isn't nearly big enough.
- You thought of using an observer or other air unit to mark the position to teleport to (moving the DT would toggle the teleportation), but you didn't want to.
- Or, if BeeR interprets you correctly, you are using the DT itself as the marker for the position to teleport to.
The basic idea, it seems, is that you want this:
| Trigger |
| Conditions: |
| ¤ Player brings {spellcaster unit} to {location1}, OR: |
| ¤ Player commands at least one {spell} |
| Actions: |
| ¤ Move {spellcaster unit} to {location0} |
| ¤ Center location labeled {location2} on {spell target unit} owned by Player at "Anywhere" |
| ¤ (possibly here also: Remove all {spell} for Player at {location2}) |
| ¤ Move all {main unit} for Player at "Anywhere" to {location2} |
| ¤ Preserve trigger |
And I think you're mainly looking for what to use as your "spell target unit" - the unit that marks where you'll be teleported to.
If you don't want to use an air unit, you can use ground units such as a DT as you suggest;
you can use a zerg unit, which can give you a burrow-to-teleport function (even cloak the unit if you want);
you can use a flag beacon (within the first ten game minutes);
you can try using a nydus canal (but you need creep everywhere);
you can use a '
virtual wall' technique to restrict the movement of an air unit;
you can try utilising an arbiter's recall ability.
P.S. By the way, BeeR's "dropship system" doesn't refer to giving the player a transport to move their unit around, he means a "dropship menu system", similar to the command system in MilleniumArmy's Basketball maps, except that the dropship is made stationary.