No, the "init" string is not related to the init.sqs.
I try to explain...
In the AIcover2 script there's a label named #init. In top of AIcover2 you got this line :
goto (_this select 0)
...so the script will jump immediate to the init label.
Same goes for :
["crouch",_unit,_trig,_dir] exec "AIcover2.sqs"
Again I run the same script, but this time 1th param is "crouch".
...so this time the script will jump to the crouch label.
...and so on.
I saw this technique a first time in Bremmers AIscript because I was wondering how he could reduce the whole thing to only 1 script. This was the way.
for some reason when i start it the units seem to start to spin around and look
the oposite whay i put them ?
I don't know what you did wrong, but the units must have "none" selected in the special menu.
I saw them spinning around and watch the opposite when I kept them in group.
OK, you run the script on a group to make usage easier, but once the script starts all units will be ungrouped, especially for the reason you've mentioned. (the spinning)
Anyway, have you checked
this Bdfy1 has modified my script, now it works on groups.
Units in group are far more attentive then single units so I had to write a scanscript to fix this. (Infoshare from GB is also a good solution). Now they work in group, I can delete the scanning part...
He did even more, he combined Aicover with GB manmg, thx to the enableAI trick he uses.
You can have a fully operational defence-line, even medics with a support wp will do their job without a problem.
You can even play as commander and assign targets to the trenched units, they won't leave their position.
I recommend you to try his version. Play the testmission and when you are convinced, double the amount on both sides, play as attacker and try to conquer that hill.