Hi,
to answer your set of questions:
How do I print out my FSM in a code view type of way? Some verbose way that I could print (or send in to the forums when I have questions and someone wants to see the specifics)?
You can't unfortunatly, the only way is to create a package of your fsm on a working scene, if you do so, make sure you remove the playmaker dll as you create the pacake, else you would breach the license.
Why I am adding ten gazillion events... I am having a hard time understanding why I am writing events. I don't understand the need for them. They seem to be just an extra step added in to transitioning between one action and the next.
Events are core to the Fsm behavior, even outside playmaker implementation of what an FSM is.
http://en.wikipedia.org/wiki/Finite-state_machineWhy couldn't I just tell an action... If XXX then goto action YYY. Right now I have to say if XXX then look for road BBB to get to Action YYY.
The mechanism to do so is to "transit" via an event. It's just the way FSM are working basically. Don't see this as a constraint, it's actually a very powerful way of describing your process. Also you seem to misunderstand what a State is and what an Action is.
a State is implement Actions, so you don't go to an Action, you go to a different state, that has one or more actions defined in it.
I tend to build very common events, like "YES", "NO", "DONE", so that for a given state, so for example, I would have a state "Is my player armed?" and I would add two transition to that state, "YES" and "NO", effectivly achieve an "if" statement.
I suggest you watch all the videos provided in the documentation, they will definitly help you grasp all them concepts and start to understand the frame of mind to adopt when working with playmaker.
http://www.hutonggames.com/tutorials_game_design_with_playmaker.phpBye,
Jean