Hi Grover1, I had a look on my cfs3 computer and here is an example of waypoints needed for vehicular spawn xml files called by ground.spawns to proceed to the frontline:
<Waypoint Type="turn" PositionType="ground" Position="ground,tofl,enemy" Groundtype="direct"></Waypoint>
<Waypoint Type="turn" PositionType="ground" Position="ground,frontline,friendly"></Waypoint>
Notice some spawns have position="road", you need to change to "ground" if you want to give a random position on the ground, further defined in position and groundtype parameters such as "nearfl", "friendly", "tofl", etc.
By starting with a column in enemy territory, and finishing in the second waypoint in friendly territory, the column will actually cross over from enemy to friendly territory, which is fun to watch.
Note, the ground spawns appear in QC mode as well. So if you get them working so the enemy armored columns head overland toward friendly territory, you may see them heading toward your airbase when in QC mode.
In fact, to test the ground.spawns you make, QC mode is one of the quickest ways if you fly around for a bit checking out which ground spawns appear and which do not. I use an airbase close to roads and rail to check train ground spawns as well. I add ship spawn xml files to the ground.spawns file, so ships appear in QC mode. IIRC, my coastal shipping spawns (uploaded at SOH) also appear in QC mode.