Hi,
ok, basically you need a playmaker fsm somehow to create that global event ( you create an event and you mark it global).
now, for that event to survive projects, load on other scenes etc etc, it needs to be on gameObject in your scene ( it could be sufficient to have it in a prefab, but that's dangerous I feel).
That's one of the reason why I have a prefab for Photon, it holds all the logic AS WELL as the global events I have created for this bridge.
Now. in order to fire these trigger, I simply do it via script, that's the second reason why I need a gameObject as prefab on my scene to act as a broker between photon and playmaker. I also have one of this bridge on each photonview enabled gameObject, because they ought to receive custom events too.
I think you are overthinking this. Creating a custom global event is very easy, there is no real difficulty here.
to summarize:
In my prefab "PlayMaker Photon Proxy" I have a fsm: "Photon messages interface"
If you open it, there is no logic implementation at all, it's sole purpose is to keep the declaration of the global events needed. Go to the Events tab, there are all there. That's where I created them originally. If one day I need another event because photon evolved, that's where I will add a new event and check it as global.
If you open the script PlayMakerPhotonProxy ( attached to this prefab), you can see how I then trigger them events.for example in the method Update_connectionStateWatcher I simply broadcast events.
if you want a more complex implementation, have a look at the script PlayMakerPhotonGameObjectProxy.cs
I fire events ONLY to that gameObject and it requires a bit more use of the playmaker api: sendPhotonInstantiationFsmEvent:
Does that help you understand more about how to do custom events? If no, maybe you can describe what you are after?
bye,
Jean
ps: yes, it could be possible to request PlayMaker to implement some kind of script based event declaration to avoid such fsm proxies, but I don't see anything wrong with this to begin with.