Well, first, be sure that you not inbegginer mode (an option in final alert) then go to taskforce and create an new one, put the amphibious transport, and units of your choose, this will make all units in the taskforce go to the amphibious transport. Now you can make an script, what wqill the amphibious transport do, for example go to certain waypoint and unload units,etc....
Now you need to make an team, in it, you select your taskforce and script, select when they will spawn, if an cargoplane will drop it,etc....
Now the triggers, an trigger needs an event to happen, since automatically, or by time,etc... Lets say you will make that amphibious transport appear in the begin of the game...soo you make the event to "any event" this will make the trigger to happen in the begin...but theres more, now we need an action after any event happened, you can have much actions (same for events i think(?)) keeping the example, to spawn that team (amphibious) you need to select "reinforce" (or something like that) and make the team you want to appear and the waypoint...now its done...after you begin your mission the amphibious transport will appear by the waypoint you selected and make what your script says, hope that helped.
Full=
Should be used only in map files, this can be set to 'yes' or 'no' and determines if any units within the associated TaskForce should be initially 'full' as determined by the PipScale= statement in their RULES.INI entry - this applies only to Ore Miners and transport type units in Red Alert 2. If the TaskForce contains a Transport and other units, the units are automatically placed in the Transport for reinforcement purposes.
I would also advise adding another rhino or 3 infantry or the logic may fail. _________________ QUICK_EDIT
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