Conversation script not working

I’m trying to create a script for a fairly simple conversation.

The idea is that when the player enters a trigger area (and presses a key), the guis display with four different options. Each option can be selected by pressing keys 1 to 4.

When one of these keys are pressed, the variable ‘tier’ increases by one, which should remove the first set of guis and replace them with the second.

However, only the first set of GUIs display.

This is my code so far.

var Words1 : GameObject;
var relay;
var myClip : AudioClip;
var daisycam1 : Camera;
var daisyanimation : Animation;

// dialog variables

var tier;
var endconv;


// dialog 
var playerresponse1back : GameObject;
var playerresponse_t1r1text : GameObject;
var playerresponse2back : GameObject;
var playerresponse_t1r2text : GameObject;
var playerresponse3back : GameObject;
var playerresponse_t1r3text : GameObject;
var playerresponse4back : GameObject;
var playerresponse_t1r4text : GameObject;

var playerresponse_t2r1text : GameObject;
var playerresponse_t2r2text : GameObject;
var playerresponse_t2r3text : GameObject;
var playerresponse_t2r4text : GameObject;

var playerresponse_t3r1text : GameObject;
var playerresponse_t3r2text : GameObject;
var playerresponse_t3r3text : GameObject;
var playerresponse_t3r4text : GameObject;



 
function Start () {
 
cantalkto.SetActive(false);
Words1.guiText.active = false;
relay = false;
daisycam1.enabled = false;

//dialog variables

tier = 1;


//dialog
playerresponse1back.SetActive(false);
playerresponse_t1r1text.SetActive(false);
playerresponse2back.SetActive(false);
playerresponse_t1r2text.SetActive(false);
playerresponse3back.SetActive(false);
playerresponse_t1r3text.SetActive(false);
playerresponse4back.SetActive(false);
playerresponse_t1r4text.SetActive(false);

playerresponse_t2r1text.SetActive(false);
playerresponse_t2r2text.SetActive(false);
playerresponse_t2r3text.SetActive(false);
playerresponse_t2r4text.SetActive(false);

playerresponse_t3r1text.SetActive(false);
playerresponse_t3r2text.SetActive(false);
playerresponse_t3r3text.SetActive(false);
playerresponse_t3r4text.SetActive(false);

 
}
///////////////////////////////////////////
 
function OnTriggerEnter () {
 
cantalkto.SetActive (true);
relay = true;
  
}
 
///////////////////////////////////////////

 
 function Update(){                 
    

   if (Input.GetKeyDown(KeyCode.E)) {
   
        if (relay == true){

    cantalkto.SetActive(false);
    Words1.SetActive (true);
    audio.PlayOneShot(myClip);
    daisycam1.enabled = true;
    animation.Play("daisyline1");
    Screen.showCursor = true;
    relay = false;
    
   if (Input.GetKeyDown(KeyCode.Alpha1)) {
    tier += 1;            
    }
          
              
    if (tier == 1){
    
//dialog
playerresponse1back.SetActive(true);
playerresponse_t1r1text.SetActive(true);
playerresponse2back.SetActive(true);
playerresponse_t1r2text.SetActive(true);
playerresponse3back.SetActive(true);
playerresponse_t1r3text.SetActive(true);
playerresponse4back.SetActive(true);
playerresponse_t1r4text.SetActive(true);
                        }
                                                        
      if (tier == 2){
    
//dialog
playerresponse_t1r1text.SetActive(false);
playerresponse_t1r2text.SetActive(false);
playerresponse_t1r3text.SetActive(false);
playerresponse_t1r4text.SetActive(false);

playerresponse_t2r1text.SetActive(true);
playerresponse_t2r2text.SetActive(true);
playerresponse_t2r3text.SetActive(true);
playerresponse_t2r4text.SetActive(true);

       if (tier == 3){
    
//dialog
playerresponse_t2r1text.SetActive(false);
playerresponse_t2r2text.SetActive(false);
playerresponse_t2r3text.SetActive(false);
playerresponse_t2r4text.SetActive(false);

playerresponse_t3r1text.SetActive(true);
playerresponse_t3r2text.SetActive(true);
playerresponse_t3r3text.SetActive(true);
playerresponse_t3r4text.SetActive(true);

                          }
                         }                                   
                        }
                       }
                      }
                      
 
 
 
function OnTriggerExit () {
 
cantalkto.SetActive(false);
Words1.guiText.active = false;
relay = false;

 
}

What am I doing wrong?

Managed to solve this myself through trial and error.

The problem was functions not being within the correct group of brackets.