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How to add Callsigns to groups
The easiest way to grasp this is that the Custom Name is used on the Lobby Screen, while the FactionManager is used for in-game identification.
It's recommended to set up your mission so that the Custom Name describes the group and the FactionManager displays the "call-sign"
- Locate the group, and navigate to it's properties. Here you can set the Custom Name in the "Reforger Lobby" Category.

- Add the "PS_GroupCallsignAssigner" component to the group. Leave this for now. Just know that each of your groups should have this.

- Locate the FactionManager and understand the property setup
Note that sometimes the FactionManager is not named "FactionManager_Editor_1", sometimes it's some odd uuid like "648E5A614DD6F9A7". But you can always find it by the class "SCR_FactionManager"

Currently the Reforger Lobby suppports 13 factions out of the box. (Please note that Blufor/opfor as we know it from Arma 3 is not really a thing. Factions can be alligned or they can all be against each others.)

Currently most of our factions are already added, just open each of the SCR_Faction and find the one your group is currently in.
note that some groups like the "Rangers_2019 " are in RHS_USAF, even though their prefab name is "US". So always check the groups faction. (note while this can be changed, it's much easier to just run with it's current faction.)
In this example am i using "Army_1980_Rifles", that are in the US faction.

So i will look for the SCR_Factions that for the US faction as defined in the "Faction Key".
Open the Callsign Info category

Looking at the Callsign info, we have 3 cateogries
- Company Names
- Platoon Names
- Squad Names
Each of these lists start at 0 and will corrospond to their namesake in the PS_GroupCallsignAssigner

We also need to look at the Callsign Group and Character Format.
%1 is from Company Names, #2 is from Platoon Names and #3 is from Squad Names

Now we can understand that this group would be named "A 1'2"
If you expected the last 2 to be a 1, remember each list starts from 0. So 0 would be 6, and 2 is 2.

The order on the slotting list is also based on the PS_GroupCallsignAssigner.

Only the "A 1'2" will be visible when you look at another player inside the mission.
