I've documented all the CScript paramterers on on my

. Some of them only work in "cinematic" scripts tho.
S_EffectCreate
Creates an effect at a specific position.
| Nr. | Name | Type | Value range |
|---|
| 1. | EffectName | string | any |
| 2. | Path | string | "path\to\particle.efp" |
| 3. | RegionX | int | 0 - 255 |
| 4. | RegionZ | int | 0 - 128 |
| 5. | OffsetX | float | 0 - 1920 |
| 6. | OffsetY | float | 0 - 1920 |
| 7. | OffsetZ | float | 0 - 1920 |
| 8. | Rotation | float | 0 - 360 |
| 9. | Scale | float | |
| 10. | Loop | bool | 0 or 1 |
Code:
0.0 S_EffectCreate eft01 "skill\europe\skill_change_condition_a.efp" 182 92 960.0 0.0 960.0 0.0 1.0 0
HOWEVER
The regular snow and rain is not an .efp as their textures sit in 'Map.pk2/weather' so S_EffectCreate might not work here unless you find some efp that looks like it.
The best hacky solution i can think of right now is to use S_ObjectCreate.
Create a very small Cerberus or a placeholder monster with empty.bsr that has the weather effect in skilleffect.txt. This might work in the intro as well.