Here's a
demo mission that shows most of what you're asking about.
Run up to the woman and use the "Talk to her" action. As soon as you do you'll see that it goes away. This is from the talkToHer.sqf script.
When you call a script it's usually like this:
_nil = ["bob","mary"] execVM "names.sqf"];
The ["bob","mary"] part is called the arguments, a comma separated array of input for the script. Within the script this array is referred to as
_this. So in this case _this select 0 (selecting the first, zero, position in the array) is equal to "bob". _this select 1 would select the second item in the array, "mary". If you were to reference just _this, then it would be equal to ["bob","mary"].
Inside the talkToHer.sqf you'll notice that I use sleep and globalChat to make her talk to you.
There's two methods I'm using to trigger a trigger as well. First we set a variable called
womanangry to false in her init field. Then inside the dialog I set it to true. This sets off the uhuh trigger on the map who's condition was:
womanangry
Doesn't make sense right off the bat, but by putting the condition to that it's waiting for the variable, womanangry, to be true. That triggers the first trigger. Notice we gave it a Name of
uhoh and it does nothing but play a Voice of a woman weeing under Effects. I attached it to her in her init field so it'll follow her around.
The second method of triggering a trigger is with the triggerActivated command. I put the second trigger's condition to:
triggerActivated uhoh
This waits for the trigger named uhoh to go off, then because I set it as a Countdown 5/5/5 it waits 5 seconds to do it's thing.
All makes sense? If now, ask more questions!