
What this script does is simply to force the activation of the talking activator, which forces it to start its scene.
For this, we're going to need a little script. Now if we leave things as they are, it's gonna be pretty useless, because neither the trigger nor the activators know what to do. So it's all a matter of whether you want the player to initiate the dialogue or not.
Creating a custom activator that the player can use to start the dialogue. Creating a trigger volume that will force the dialogue when the player enters it. So we need to find a way to force the activator to start its scene. Well, sadly, that doesn't work, and the talking activator cannot be activated by the player either. Now you could think that since you just created a scene, in which your talking activator is supposed to force dialogue when approached by the player, that it would be normal for it to act this way. Click OK on all the windows that are open to save the changes to your quest. The radius is set to 500 by default, you might want to reduce it eventually, but it's not very important. In the table, you may also click on the third option (Trigger Location), click on the button in the Selected Package Data area, and select your talking activator in the Render View.
In the table on the left, click on the first option (Topic) and select the first topic of your dialogue in the drop-down menu, right to the table.In the drop-down menu called Package Template, select ForceGreet.