
Master has given Dobby a doctorate! Dobby is free!
Yeah, but remember this is for user-built structures, not pre-set ones.
How were we supposed to know this? You did not specify.
Either way, Rockz's method will work. You might want a small area to move units before the building is recreated, or your building might not always come back.
That would be too bad, seeing as the player took a risk in lifting it in the first place.
Where would this be located?

On the 2nd row, farthest to the right.
Also, any suggestions on a good system for keeping people out of space (Locations)
I'm just thinking of making a trigger that simply pushes you back into your zone if you lift your buildings and try to venture into space.
http://www.staredit.net/170043/You made this topic, so please use the advice found in it. If you want to have the buildings respawn on space, that is impossible, use a platform or something similar.
EDIT: You might need to have a set of triggers detecting what is lifted, if you want to replace, not just kill and create a new one. Appropriate location sizes will help prevent sploiters, as well.
No, I mean like the space inbetween bases, you know how there's certain areas in maps, like the banner, etc.. that people don't want outside units like air units getting to, because it would cause someone to get mad and kill one of the "BAN ME" units.. etc..
It's the same here, except I have 6 different people (Humans) who will be playing the game, and that those Humans are all Terran, they are on a small, about 16x40 terrain that they must hold out on, and right now I have no triggers between those 16x40 zones, each player has space separating their zones so that people cannot intrude into others territory.
I was saying, what would be the best way to make sure people don't lift, and drift their buildings into others territory, like some sort of "push back" system that resets all buildings entering the location over space to a pre-set position in the top of their zone.
That's what I mean.
None.

Master has given Dobby a doctorate! Dobby is free!
I'm not positive on this, but using an
inverted locations, and the "move" or "order" command to return to the area might work. Remember to uncheck the "ground" flags, and, if possible, put a
high-height terrain surrounding the player area, and uncheck all the flags on the inverted locations, except the high air flag. This should make it so that only the players attempting to cross the high terrain will be moved/ordered back, because air height corresponds to the terrain a unit is over.
If not, I know you can make another location, over the player's area, unchecking the boxes except high air, and use the move/order action to return.