yogdogz on the BIS forums extracted and posted the effects that Gaia had used in the Eagle Wing single player campaign. It’s a very cool post apocolyptic feel with wind blowing ash and dust clouds all around you, closed in darker corners of the screen and a very desolate atmosphere.
description.ext:
#include "\ca\missions_EW\campaign\description_mission.hpp"
init.sqf:
execVM "screen.sqf"; "colorCorrections" ppEffectAdjust [2, 30, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; "colorCorrections" ppEffectCommit 0; //"colorCorrections" ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; "colorCorrections" ppEffectAdjust [1, 0.8, -0.001, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]];  "colorCorrections" ppEffectCommit 3; "colorCorrections" ppEffectEnable true; "filmGrain" ppEffectEnable true; "filmGrain" ppEffectAdjust [0.02, 1, 1, 0.1, 1, false]; "filmGrain" ppEffectCommit 5; //--- Wind & Dust [] spawn {    waituntil {isplayer player};    setwind [0.201112,0.204166,true];    while {true} do {       _ran = ceil random 5;       playsound format ["wind_%1",_ran];       _obj = vehicle player;       _pos = position _obj;       //--- Dust          setwind [0.201112*2,0.204166*2,false];       _velocity = [random 10,random 10,-1];       _color = [1.0, 0.9, 0.8];       _alpha = 0.02 + random 0.02;       _ps = "#particlesource" createVehicleLocal _pos;        _ps setParticleParams [["\Ca\Data\ParticleEffects\Universal\universal.p3d", 16, 12, 8], "", "Billboard", 1, 3, [0, 0, -6], _velocity, 1, 1.275, 1, 0, [9], [_color + [0], _color + [_alpha], _color + [0]], [1000], 1, 0, "", "", _obj];       _ps setParticleRandom [3, [30, 30, 0], [0, 0, 0], 1, 0, [0, 0, 0, 0.01], 0, 0];       _ps setParticleCircle [0.1, [0, 0, 0]];       _ps setDropInterval 0.01;       sleep (random 1);       deletevehicle _ps;       _delay = 10 + random 20;       sleep _delay;    }; }; //--- Ash [] spawn {    waituntil {isplayer player};    _pos = position player;    _parray = [    /* 00 */      ["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 8, 1],//"\Ca\Data\cl_water",    /* 01 */      "",    /* 02 */      "Billboard",    /* 03 */      1,    /* 04 */      4,    /* 05 */      [0,0,0],    /* 06 */      [0,0,0],    /* 07 */      1,    /* 08 */      0.000001,    /* 09 */      0,    /* 10 */      1.4,    /* 11 */      [0.05,0.05],    /* 12 */      [[0.1,0.1,0.1,1]],    /* 13 */      [0,1],    /* 14 */      0.2,    /* 15 */      1.2,    /* 16 */      "",    /* 17 */      "",    /* 18 */      vehicle player    ];    _snow = "#particlesource" createVehicleLocal _pos;     _snow setParticleParams _parray;    _snow setParticleRandom [0, [10, 10, 7], [0, 0, 0], 0, 0.01, [0, 0, 0, 0.1], 0, 0];    _snow setParticleCircle [0.0, [0, 0, 0]];    _snow setDropInterval 0.01;    _oldPlayer = vehicle player;    while {true} do {       waituntil {vehicle player != _oldPlayer};       _parray set [18,vehicle player];       _snow setParticleParams _parray;       _oldPlayer = vehicle player;    }; };
screen.sqf:
screen = { sqf = [true] spawn bis_ew_fnc_screen; }; while {true} do { Â Â Â player spawn screen; Â Â Â sleep 5; };