Kill Messages 1.8 [HELP]

1.Create a folder called fixes in your dayz mission file (mine is called dayz_1.cherarus) its in the mpmissions
2.Get the inti file from @DayZ/Addons/dayz_code/system/mission and copy it to fixes
3.Edit the init.sqf file in your mission folder change it from #include "whateverthisis/blah/inti.sqf" to #include "fixes\init.sqf
4. then do everything from dayz_server/compile/fin_plyrHit.sqf down
 
Is this the file you are telling me to put in fixes?

Code:
initialized = false;
dayzHiveRequest = [];
dayz_previousID = 0;
0 fadeSound 0;
//disable greeting menu
player setVariable ["BIS_noCoreConversations", true];
//disable radio messages to be heard and shown in the left lower corner of the screen
enableRadio false;
 
//Load in compiled functions
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";                //Initilize the Variables (IMPORTANT: Must happen very early)
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";                    //Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";    //Functions used by CLIENT for medical
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";                    //Compile regular functions
progressLoadingScreen 1.0;
 
"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
 
[] spawn {
    while {true} do {
        waitUntil {((isNil "BIS_Effects_Rifle") OR {(count(toArray(str(BIS_Effects_Rifle)))!=7)})};
        diag_log "Res3tting B!S effects...";
        /* BIS_Effects_* fixes from Dwarden */
        BIS_Effects_EH_Killed = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\killed.sqf";
        BIS_Effects_AirDestruction = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestruction.sqf";
        BIS_Effects_AirDestructionStage2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestructionStage2.sqf";
 
        BIS_Effects_globalEvent = {
            BIS_effects_gepv = _this;
            publicVariable "BIS_effects_gepv";
            _this call BIS_Effects_startEvent;
        };
 
        BIS_Effects_startEvent = {
            switch (_this select 0) do {
                case "AirDestruction": {
                        [_this select 1] spawn BIS_Effects_AirDestruction;
                };
                case "AirDestructionStage2": {
                        [_this select 1, _this select 2, _this select 3] spawn BIS_Effects_AirDestructionStage2;
                };
                case "Burn": {
                        [_this select 1, _this select 2, _this select 3, false, true] spawn BIS_Effects_Burn;
                };
            };
        };
 
        "BIS_effects_gepv" addPublicVariableEventHandler {
            (_this select 1) call BIS_Effects_startEvent;
        };
 
        BIS_Effects_EH_Fired = {false};
        BIS_Effects_Rifle = {false};
        sleep 1;
    };
};
 
if ((!isServer) && (isNull player) ) then
{
    waitUntil {!isNull player};
    waitUntil {time > 3};
};
 
if ((!isServer) && (player != player)) then
{
    waitUntil {player == player};
    waitUntil {time > 3};
};
 
if (isServer) then {
    _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
    "PVDZ_sec_atp" addPublicVariableEventHandler {
        _x = _this select 1;
        if (typeName _x == "STRING") then {
            diag_log _x;
        }
        else {
            _unit = _x select 0;
            _source = _x select 1;
            if (((!(isNil {_source})) AND {(!(isNull _source))}) AND {((_source isKindOf "CAManBase") AND {(owner _unit != owner _source)})}) then {
                diag_log format ["P1ayer %1 hit by %2 %3 from %4 meters",
                    _unit call fa_plr2Str,  _source call fa_plr2Str, _x select 2, _x select 3];
                if (_unit getVariable["processedDeath", 0] == 0) then {
                    _unit setVariable [ "attacker", name _source ];
                    _unit setVariable [ "noatlf4", diag_ticktime ]; // server-side "not in combat" test, if player is not already dead
                };
            };
        };
    };
};
 
if (!isDedicated) then {
    //Conduct map operations
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
 
    //Run the player monitor
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
    if (dayz_antihack == 1) then {
    [] execVM "\z\addons\dayz_code\system\antihack.sqf";
    };
};
 
// Logo watermark: adding a logo in the bottom left corner of the screen with the server name in it
if (!isNil "dayZ_serverName") then {
    [] spawn {
        waitUntil {(!isNull Player) and (alive Player) and (player == player)};
        waituntil {!(isNull (findDisplay 46))};
        5 cutRsc ["wm_disp","PLAIN"];
        ((uiNamespace getVariable "wm_disp") displayCtrl 1) ctrlSetText dayZ_serverName;
    };
};
 
if (dayz_REsec == 1) then {
#include "\z\addons\dayz_code\system\REsec.sqf"
};

with this in my init.sql ?

Code:
#include "fixes\init.sqf"
 
Works but I also had to comment out this line (other wise it would dupe objects):
Code:
#include "\z\addons\dayz_code\system\mission\init.sqf"

Thanks again Josho!
 
lol i said to change it from it but i couldn't remember what it was thats why i called it
Code:
#include "whateverthisis/blah/inti.sqf"
 
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