Hey! Thanks for the interest Walter.
Actually, you can delete the unit in "his" init. Once you place the unit and the mission starts, it creates the group and when the unit is deleted, the groupname remains behind for further use. The spawnmarker is the actual unmoveable spawn point.
As you place the unit, you also give it waypoints and once you add a group name, the waypoints become inherit to future spawned units in the group. This all works great as all future units are created as ordered, setpositioned where needed and then they proceed along the existing but newly setpositioned waypoints as normal.
The problem that I think I was encountering, was that after placing the waypoints, I synchronized them with an existing trigger to be used later. Once I moved the position of the waypoints, I believe it may have broken the synchronization so that neither the transport or the units inside would ackowledge the arrival to the waypoint position thus concluding in a card game within the cargo hold of the truck.
So to overcome this problem, I removed all unload and getout waypoints from both parties involved, then in the vehicles waypoint that was originally purposed for unloading I added a group action to get out and then unassigned them. I also placed a 5 second delay in that waypoint so that the truck was at a complete stop before they would dismount...the trucks next waypoint was delayed a further 10 seconds to allow the cargo time to get out before he takes off thus preventing uncertain accidents.
So, I think this topic is resolved as my theory of setwppos command and synchronization just does not work together and can be concluded.
Thanks again for your reply.