Okay, so Let's assume these conditions: Player has 0 puppets and 0 carriers. Player builds 1 carrier. Triggers update, according to this:
Collapsable Box

Conditions [no]
current brings at least 1(sasori) to battlfield [yes]
current brings at least 1 toss carrier to buildings [yes]
Current commands exactly 2 puppets [no]
Actions
Kill all carrier for cp
Modify resources for current player add 150 gas
preserve trigger
Conditions [yes]
current brings at least 1(sasori) to battlfield [yes]
current brings at least 1 toss carrier to buildings [yes]
Current commands atmost 1 puppets [yes]
Actions
Kill all carrier for cp
creat 2 puppets at hiruko spawn for cp
preserve trigger
Now, we have 0 carriers, and 2 puppets. Let's look at the triggers again on the next trigger run:
Collapsable Box

Conditions [no]
current brings at least 1(sasori) to battlfield [yes]
current brings at least 1 toss carrier to buildings [no]
Current commands exactly 2 puppets [no]
Actions
Kill all carrier for cp
Modify resources for current player add 150 gas
preserve trigger
Conditions [no]
current brings at least 1(sasori) to battlfield [yes]
current brings at least 1 toss carrier to buildings [no]
Current commands atmost 1 puppets [no]
Actions
Kill all carrier for cp
creat 2 puppets at hiruko spawn for cp
preserve trigger
This should work as long as trigger 2 is executed before trigger 1. Triggers are executed like this:
The game searches the trigger list for triggers owned by player 1, or the force group it's in. If it finds one, it runs it, from top to bottom. Repeat for players 2-8.
The reason you got 150 gas back was because when you killed the carrier, it wasn't killed until the end of the trigger cycle, but the units were still created. Therefore trigger 2 has a carrier, and 2 puppets. There are other ways around your problem, but I'll let you think about how to trigger them. I would set a death count representing that the first trigger had run, then set it to 0 when you can cast the spell again (when you control no puppets).
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
I dont know if u got the file or not, u seem to not be looking at your messages as my download has no hits. Check your messages. I showed u my version of naruto.
I completed hidan and deidara. When you look in triggers i organized all my triggers for you in comments in case you don't like looking at them in text based.
Go to timers, and look at all my timers. They use different units that aren't going to be placed in the game. It will always subtract 1 death count (meaning that it will be made to be in a timer). I did that 10 times. A timer for each move, and then I have other timers to guaranteed a no glitch game.
The moves are confusing for both Hidan and naruto, so don't look at those. Look at moves for Deidara. Consider every death count as a switch. Some moves there require multiple triggers. DO NOT use wait blocks when you make your map. Use the timers you created. It may take an extra 3 triggers to do, but in the long run, it will save you a lot of work to fix glitches caused by wait blocks.
Anything you don't understand or would like methods of knowing, I put them under "OTHER SETTINGS"
Check your mail. I sent you it. If you happen not to check it, I posted it here. But for safety reasons, I have to send the map through a private message
None.
Is there anyway to Center locations on air units?
None.

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
What makes you think this wasn't possible?
Just make sure the location you're searching in has all air layers checked.
The location you're centering doesn't have to have air checked though.