Yep, and here's how.
PrerequisitesYou need the JAM2 addons. Get the ECP compatible version while you're at it:
JAM Addon (ECP compatible)How it worksThe obscuring smoke grenades works through a bit of event handler magic. All units that need the capability to throw obscuring smoke grenades (lets call them "OSG" from now on) need a custom fired event handler to detect and handle the creation of OSG.
If you are using JAM-provided soldiers, this step is unneeded since they already have the needed EH. However, standard BIS units and a lot of addon units dont, so they'll need this EH added to them.
The magicThe following needs to be done to all units that should have OSG capability. First the variant you use on units that dont define their own "fired" EH in the config, thereby allowing ECP, if used, to add its fired EH to it. Examples of such units are the standard BIS units:
this addEventHandler ["fired", "if ( (_this select 1 in [{Throw},{JAM_AT4Launcher},{JAM_RPG7Launcher},{JAM_M72LAWLauncher}]) or (_this select 4 in [{JAM_MarkerGrenadeammo}]) ) then {_this exec {\JAM_Magazines\FX\firedEH.sqs}}"]
If you are using units that do have their own custom event handlers in their config (such as the standard Marine Assault Pack units), one has to add a bit to it to make it ECP compatible. (This wont have any adverse effects for players not using ECP, so one might as well have it there)
this addEventHandler ["fired", "_this call ECP_EH_handler_fired; if ( (_this select 1 in [{Throw},{JAM_AT4Launcher},{JAM_RPG7Launcher},{JAM_M72LAWLauncher}]) or (_this select 4 in [{JAM_MarkerGrenadeammo}]) ) then {_this exec {\JAM_Magazines\FX\firedEH.sqs}}"]
(That should be one line only)
Good luck!