Thanks for the help. I have watched that video a dozen times now and I still don't get it. So is it possible to say make a cube, my current script knows when I am using this cube and then fire off some playmaker states?
I can have trigger presses from my controller do things like generate objects, but I can't seem to say, pull controller trigger on cube A and make cube B rotate in playmaker. I have done this in my own script by hacking pieces together but I would like to extend it a bit with timers and I can't seem to get that. 
For instance, this code does the following. Pull trigger on cube, and four cubes move. Walls and a roof. This code was hacked together by me using some other code.
using UnityEngine;
using System.Collections;
public class activatecube: SteamVR_InteractableObject {
	Transform rotator;
	Transform rotator1;
	Transform rotator2;
	Transform rotator3;
	Transform rotator4;
	public float timer = 2;
	private float yspeed = 0f;
	public float timer1 = 3;
	public override void StartUsing(GameObject usingObject)
	{
		base.StartUsing(usingObject);
		yspeed = .003f;
	}
	public override void StopUsing(GameObject usingObject)
	{
		base.StopUsing(usingObject);
		yspeed = .003f;
	}
	protected override void Start()
	{
		base.Start();
		rotator = this.transform.Find("Capsule");
		rotator1 = this.transform.Find("square2");
		rotator2 = this.transform.Find("square3");
		rotator3 = this.transform.Find("square4");
		rotator4 = this.transform.Find("square5");
	}
	// Update is called once per frame
	void Update ()
	{
		rotator.transform.Translate(new Vector3(0f, 0f, yspeed));
		rotator1.transform.Translate(new Vector3 (0f, yspeed, 0f));
		rotator2.transform.Translate(new Vector3 (0f, yspeed, 0f));
		rotator3.transform.Translate(new Vector3 (0f, yspeed, 0f));
		rotator4.transform.Translate(new Vector3 (0f, yspeed, 0f));
	}
}