Thanks kju. If I run a modified version of BIS_cloudsystem I might be able to produce clouds at ground level? Any idea wich numbers I should start meddling with to spawn them at extremely low altitude? Is it _level*5000 I should fiddle with? This script is far too complicated for me, I'm afraid.
EDIT: I found this simple script in delaying the bear (paste into init.sqf to see it in action). That solves my problem for now...
[nil,nil,"per",rSPAWN,[],{
sleep 0.01;
"colorCorrections" ppEffectAdjust [1, 1, -0.002, [0.1, 0.05, 0.0, 0.02], [1.2, 1.0, 0.8, 0.666], [0.5, 0.5, 0.5, 0.0]]; "colorCorrections"
ppEffectCommit 0; "colorCorrections" ppEffectEnable true;
//light film grain
"filmGrain" ppEffectEnable true;
"filmGrain" ppEffectAdjust [0.02, 1, 1, 0.1, 1, false];
"filmGrain" ppEffectCommit 0;
_pos = position vehicle player;
_ps = "#particlesource" createVehicleLocal _pos;
// _ps setParticleParams [["\Ca\Data\ParticleEffects\Universal\universal.p3d", 16, 7, 48], "", "Billboard", 1, 10, [0, 0, -6], [0, 0, 0], 1,
1.275, 1, 0.066, [4], [[1, 1, 1, 0], [1, 1, 1, 0.05], [1, 1, 1, 0]], [0], 1, 0, "", "", _obj];
_ps setParticleParams [["\Ca\Data\ParticleEffects\Universal\universal.p3d", 16, 12, 13, 0], "", "Billboard", 1, 10, [0, 0, -6], [0, 0, 0], 1, 1.275, 1, 0,
[4], [[1, 1, 1, 0], [1, 1, 1, 0.04], [1, 1, 1, 0]], [1000], 1, 0, "", "", _obj];
_ps setParticleRandom [3, [40, 40, 0], [0, 0, 0], 2, 0.5, [0, 0, 0, 0.1], 0, 0];
_ps setParticleCircle [0.1, [0, 0, 0]];
_ps setDropInterval 0.01;
while {true} do {
waituntil {vehicle player == player};
_ps setpos position vehicle player;
sleep 1;
};
}
] call RE;