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You can use XCC Mixer from the XCC Utilities pack[xhp.xwis.net] (click "Utilities" in the sidebar) to extract the mission files.
The missions are in the C&C Remastered game install folder, under Data\CNCDATA\RED_ALERT\CD1, inside MAIN.MIX, inside GENERAL.MIX, and are generally called "scX##e?.ini", where X is either "g" (allies) or "u" (soviet), ## is the mission number, and ? is the a/b/c map choice suffix.
The expansion missions have similar names, are are in the general.mix files in the main.mix in the expansion pack folders (AFTERMATH and COUNTERSTRIKE) beside the "CD1" one.
You also don't need the autocreate unless your using an autocreate begins trigger , in that case it will randomly pick an autocreate team to produce
You don't need to set the Init Num or Max num unless you need more than 1 team and is usually used with the create team trigger
I did get the players side to pop them out of buildings , but not the AI side.
And you also need to have the Way Point in the same cell as the building is (the upper left corner cell when you click on the structure while in Structures Mode) it doesn't matter if it is outside of the building a bit .
As well the type of building matters , for instance if i used a power plant they would arrive from the building north of the one they should have popped out of.
But if i changed it to a barracks they did pop of out of the barracks.
Also they do not follow their mission list unless you put in a jump
I also noticed due to the type of building being used the infantry were appearing from the North of the Building, not the South. After much trial and error it turns out that the starting Waypoint was in the incorrect position. I had to keep Priority as 7, move to the outside Waypoint and move the inside Waypoint to the correct cell for that building.
Thanks for telling me to use XCC Mixer to extract the Mission Files. Thanks for pointing out the Waypoint cell position as that came up as a likely cause, which indeed it was.