To my understanding this is how it works:
If you put this in your stringtable.csv:
STR_CFG_FIREFLYBASE,"DRAGONS'S LAIR"
STR_CFG_PAPABEAR,"HELL'S FURY"
STR_CFG_GRPNAMES_ALPHA,"EAGLE EYES"
STR_CFG_GRPNAMES_BRAVO,"NEPTUNE 1"
STR_CFG_GRPNAMES_CHARLIE,"EAGLE WINGS"
STR_CFG_GRPNAMES_DELTA,"WIDOW MAKER"
STR_CFG_GRPNAMES_ECHO,"1 SHOT 1 KILL"
STR_CFG_GRPNAMES_FOXTROT,"ARCH ANGEL"
If you put this code in script/waypoint/trigger:
[west,"HQ"] sidechat "goodwork"
You will see this in the sidechat text on the screen:
HELL'S FURY: goodwork
If you put this code in script/waypoint/trigger:
[west,"AirBase"] sidechat "Having fun yet?"
You will see this in the sidechat text on the screen:
DRAGON'S LAIR: Having fun yet?
If the player is the leader of the first group placed on the map and the player says:
player sidechat "I'm having a great time."
You will see in the sidechat text on the screen:
EAGLE EYES Black 1 (Player's name): I'm having a great time.
If you do a setIdentity in the decription.ext then the name in the parentethese will be the name given in setIdentity. This will also apply to non-player units (if they have their identities pre-defined).
The ALPHA, BRAVO, CHARLIE etc. in the stringtable will be the radio sign given to the frist, second, third, etc. groups the editor identifies. Naming the groups does not seem to effect this. ALPHA is the first group, BRAVO is the second and so on. The "Black 1", "Black 2" etc. do not seem to be controlable, these are the frist, second etc. members of the group, so after the custom call sign you are still stuck with seeing these (as in EAGLE EYES Black 1) above. If there is a way to get rid of the "Black 1" or "Black 2" that would be great. Does anyone know if it is possible to do that?