You can try something like this (untested code follows) if there's no teamswitching or fancy custom respawn scripts in the mission.
In your init.sqs:
nul = execVM "FSMRunner.sqf";
FSMRunner.sqf:
if (!alive player) then {
sleep playerRespawnTime;
waitUntil {sleep 0.2; alive player};
};
player addEventHandler ["killed", {nul = execVM "FSMRunner.sqf"}];
[player,100,7,14,3,8,-0.3,0.05,0.6,1,1,1,13,12,15,true,0.4,0.5,0.05,0,0,0,0,24] execFSM "Fog.fsm";