Help with dialouge script

I am having trouble figuring out why the script im using isn’t triggering the dialouge. I think its something to do with the ontrigger function, but I don’t know how it works since I suck at scripting and am still new to scripting in Unity.

This is the trigger script: var images:Texture2D;

var voices:AudioClip;

var subtitles:String;

var maxDialogue:int;

function OnTriggerEnter (other:Collider) {

if(other.gameObject.tag ==“Player”){

other.gameObject.GetComponent("Dialogue").images=images;

other.gameObject.GetComponent("Dialogue").voices=voices;

other.gameObject.GetComponent("Dialogue").subtitles=subtitles;

other.gameObject.GetComponent("Dialogue").maxDialogue=maxDialogue;

other.gameObject.GetComponent("Dialogue").enableSpeech=true;

other.gameObject.GetComponent("Dialogue").StartDialogue();

Destroy(gameObject);

}
}

This is the script on the character: var images:Texture2D;

var voices:AudioClip;

var subtitles:String;

var enableSpeech:boolean=false;

var comboPointer:int=0;

var maxDialogue:int;

function OnGUI () {

if(enableSpeech){

GUI.Box(Rect(140,Screen.height-130,Screen.width-300,120),“”);

GUI.DrawTexture(Rect(150,Screen.height-120,60,60),images[comboPointer], ScaleMode.StretchToFill, true, 10.0f);

GUI.Label(Rect(220,Screen.height-120,Screen.width-230,110),subtitles[comboPointer]);

}

}

function StartDialogue(){

audio.PlayOneShot(voices[comboPointer]);

yield WaitForSeconds(voices[comboPointer].length+0.4);

if(comboPointer==maxDialogue-1){

enableSpeech=false;

images=null;

voices=null;

subtitles=null;

comboPointer=0;

maxDialogue=0;

}

else{

comboPointer++;

RestartDialogue();

}

}

function RestartDialogue(){

StartDialogue();

Any help would be appreciated, or explanation, or even a point in the right direction where I can learn or something about how to do dialouge scripts

Use print() to see where the problem actually is. It could be the tag. Or a problem with timeScale ?