EDIT:
I was still typing when Spooner posted, so most of my long rant is repetetive. But I'd go for the smoke grenade Well, since you've given up I won't delve too deeply into the problem at hand. But I would simply have the looping script create a smoke grenade at the designated position. It's way easier than meddling with all the parameters required in a drop command.
Trust me Brandon: ArmA2 editing does not require any advanced knowledge at all. Take me as an example. I cannot even install a new keyboard driver on my home PC. I know where the powerswitch is located, and that's about it. But I can still make quite enjoyable missions in the ArmA2-editor with simple copy/paste techniques.
The script codes can look complicated when you see it for the first time. With a little practice the massive over dose of letters, brackets and curled bracers will eventually become understandable. And you don't have to learn to create these codes. A basic understanding of what a string of code does is perfectly adequate.
It's a little bit like the scene from the motion picture Matrix, where one of the veterans of the resistance watches a computer screen full of twinkling numbers, and tells the astonished Keanu Reaves that these figures are as clear as plain images to him. Except that ArmA2-scripting is much easier. And fun.
As a side note. Many missions does not require any scripting at all to work. Period. The
Cold War Crisis campaign contained almost no scripting at all. It relied on waypoints and triggers. Cold War Crisis is still considered by many (including me) to be the most memorable gaming experience of all time. Then came
Red Hammer. Again the scripting was close to non existant. The first series of official missions that really relied on scripting came with
Resistance. Most of them would have been possible to create without resorting to scripts. They were often used as a way to show off:
Look at the potential this game has!
Maybe it's this elitist approach to scripting that makes you feel reluctant. I know it affected me when I started to meddle with script snippets (that I copied from snypir, who wrote brilliantly simple scripts). Many mission designers use scripts as an excuse for not planning their missions in advance. If I were in your situation I would think along these lines...
... what purpose does the smoke signal really serve in my mission?
... can I achieve a similar effect by using something else as a signal?
... does this soemthing require scripting?
If so: You've found a non-scripting solution to your problem. But as I said before: scripting is fun if you approach it with an open mind and a playful heart. DMarkwick's suggestion is very good and if you ask nicely I bet someone in the forums will provide you with a premade drop-effect that looks as smoke in almost no time