Is it FE8?
Specify Active Unit command?
does not exist.
It violates FE game rules.
The unit selected by the cursor should be ActiveUnit.
You should not break this basic rule.
Perhaps for some other reason, You want to do something weird like this.
Please explain why you need that feature.
I don’t know why you want to do this,
but Use the CHECK_AT instruction.
If no units are at that coordinate, 0 should be returned.
Check if SlotC == 0.
There are patches that move the unit instantaneously.
NAME.en=Add Event: Instantaneously moving a unit at a specific coordinate to another coordinate
INFO.en=Move the unit at a specific location instantaneously to a specific place.\r\nUnlike existing instructions, there is no problem even if the unit does not exist.\r\nAlso, when the transfer destination is blocked, flexible setting such as not transfer can be done.\r\nThere is also a special instruction to skip the unit under operation.This is because the coordinate of the unit under operation has not yet been determined if it is executed under the range condition.\r\nTherefore, I prepared a dedicated instruction.