Having a message show up via trigger volume is pretty pointless. Why not just place a switch there, and make use of that?..
Anyways, if you really want to use a trigger volume, create a cinematic_title with the "Press E to blah blah", work on getting it aligned exactly where you want it, with the correct colors, etc.
(global boolean progress false)
(script continuous script1
(if progress
(ai_magically_see_players <ai>)
(begin
(sleep_until (volume_test_objects <trigger_volume> (players)) 15)
(cinematic_set_title <cutscene_title>)
(if (player_action_test_action)
(begin
(player_action_test_reset)
(set progress true)
(ai_place <ai>)
(object_destroy_containing <string>)
(ai_follow_target_players <ai>)
)
)
)
)
(sleep 15)
)
Decals themselves, you can't control. You could create an effect that creates the decals, but not the decals themselves.
(script continuous script2
(sleep_until (volume_test_objects <trigger_volume> (players)) 15)
(cinematic_set_title <cutscene_title>)
(if (player_action_test_action)
(begin
(player_action_test_reset)
(object_create_anew_containing <string>)
(sleep -1)
)
)
(sleep 15)
)
But ya... it really would work better with switches, since if someone presses the action key right before entering the volume, this will still catch it. A switch, you dont even need to worry about such foolish stuff like imitating the 'press e', and then just let them walk up and activate the switch.