I apologise for the delay again, but here you go:
add this line to the AT gunner's init or put in init.sqs with the units actual name in place of the <unit name here> of course:
<unit name here> addeventhandler [{fired}, {[<unit name here>, _this select 4, _this select 1] exec {mtrack.sqs}}]
Make a mtrack.sqs file and paste the following code into it.
;;;Modify and add any and all possible AT weapons in your mission to the _atarray...er array
;;;It IS case sensitive for upper lower case...
_atarray=["LAWLauncher","AALauncher","etc..etc"]
_man=_this select 0
_missile = nearestObject [_man, _this select 1]
_weapon = _this select 2
? !(_weapon in _atarray): exit
;;;Play with the following values until you are happy
;;;_is is Initial Size of smoke particle, _fs is final size, _lt is lifetime,
;;;_ds is density (1.275 is stationary, less will float up)
_is=random(.25)
_fs=random(.5)+.5
_lt=random(2.5)+2.5
_ds=1.27
;;;Here's the smoke trail loop:
#smoketop
_spd=speed _missile
~.01
drop ["cl_basic", "", "Billboard", 5, _lt, [0, 0, 0], [0, 0, 0], 0, _ds, 1, 0, [_is,_fs],[[1,1,1,1],[0,0,0,0]],[0],0,0,"","",_missile]
?(_spd>0): goto "smoketop"
exit
This SHOULD work...I haven't playtested it yet, but unless I screwed the code somewhere...
The only part you will have to do is play with the particle variables _is,_fs,_lt, and put the weapon names of the particular AT launchers you have in the mission into the array.
Let me know if this is working and if it needs any features added.
-Grendel
-edited script to make changing particle density etc. clearer, and fixed some obvious (duh!) errors that I missed when modifying the original script so as of this edit it should be good, but untill tonight I won't be able check...