I have reworked Yac`s scripts in a fsm for more atmosphere.You have now more options and more performance.Its a client-side script, it works in the Editor/SP and on a non-dedicated-server too and you can use markers to place it. The script will not run on the dedicated-server-side and the server will not sychronize the fog, because it would cause to much lags,otherwise the server would synchronize 50-300 clouds per second and every cloud would have 5-10 synchronized values and that is to much. Download: Fog_v1.62.rar MD5: 5d76783c9153502f45da05e1be743c44 Install: Open the editor, create a new unit/object and put the example into the init of the unit, after that replace 'l1' with 'Player' and save the mission. Then open the folder .../Dokuments/ArmA 2 Other Profiles/Nickname/missions/misisonsname and copy the script into the folder. example: null=[l1,100,11,10,3,7,-0.3,0.1,0.5,1,1,1,13,12,15,true,2,2.1,0.1,4,6,0,3.5,17.5] execFSM "Fog.fsm"; l1 = name of unit (use "" for markers and when you on a multiplayer session only want to set the fog around the player: run the script once! with 'Player' (not 'this' and not 'name of the unit/object'!!!), example: null=[Player,200,10,... ) If the unit/building was destroyed/died or the marker was deleted, the script will exit automatically! 100 = Maximumdistance 11 = Minimumdistance 10 = Count of clouds 3 = Minimumsize of clouds 7 = Maximumsize of clouds -0.3 = Height of clouds (must be a bit below the ground to look realistic) 0.1 = Respawntime of clouds 0.5 = Transparency 1,1,1 = Color of clouds 13 = Remove-speed of clouds 12 = Minimumlifetime of clouds 15 = Maximumlifetime of clouds true = The fog will be effected by wind (for no wind effect: false) 2 = Windstrength (acts only when the wind effect is 'true') 2.1 = Random-direction-period(in seconds) (acts only when the wind effect is 'true') 0.1 = Random-direction-intensity (acts only when the wind effect is 'true') 4,6,0 = Move-direction-speed (x,y,z) - same effect as wind, but constant and adjustable(acts only when the wind effect is 'false') 3.5 = Stardaytime (the fog will spawn when the ingametime is not earlier than 03:30) 17.5 = Enddaytime (the fog will spawn when the ingametime is not later than 17:30) RandomDirectionPeriod 2.1 with RandomDirectionIntensity 0.1 means that 0.1 will be added to the direction-speed (x,y,z-randomized) of a moving-cloud every 2.1 seconds. An example for norrins revive-script: revive_init.sqf: NORRNCustomExec1 ="null=[Player,100,11,10,3,7,-0.3,0.1,0.5,1,1,1,13,12,15,true,1,2.1,0.1,4,6,0,0,24] execFSM ""Fog.fsm"";"; // Exec1 occurs following being revived NORRNCustomExec3 ="null=[Player,100,11,10,3,7,-0.3,0.1,0.5,1,1,1,13,12,15,true,1,2.1,0.1,4,6,0,0,24] execFSM ""Fog.fsm"";"; // Exec3 occurs when you spawn at base #Update 1: Fixed: Position Error #Update 2: script optimized #Update 3: If the marker will be deleted, the script will exit and will not continue to spawn the fog at position [0,0,0]. If the unit/building is dead/destroyed, the script will exit and will not cotinue to spawn the fog at the last position. #Update 4: Fixed: clouds spawned twice #Update 5: More options: Releasetime of clouds Lifetime of clouds Move-direction-speed of clouds(x) Move-direction-speed of clouds(y) Move-direction-speed of clouds(z) #Update 6: The most of the options musn`t be set to get no errors (Only the first option must be set) When a option isn`t set, it will get a stanard value. Fixed: Maximumdistance doesn`t work correctly (Thanks to Celery) More options: Effect by wind minimum and maximum options for the size of clouds #Update 6.1: Fixed: Minimumdistance doesn`t work correctly (Thanks to Celery) More options: Wind strength minimum and maximum options for the lifetime of clouds #Update 6.2: script optimized More Options: Random-direction-period (in seconds) (acts only when the wind effect is 'true') Random-direction-intensity (acts only when the wind effect is 'true') Startdaytime (24 hour clock) Enddaytime (24 hour clock) Credits: Yac for the original Script