Well, let's take a look at a Story script that makes use of an Event as part of an action.


From the DAF_HiddenFamily script
Code
PROC
PROC_DAF_HiddenFamilyLeaves()
AND
DB_DAF_HiddenFamily(_FamilyMember)
THEN
CharacterSetHasDialog(_FamilyMember,0);
ProcCharacterMoveToTrigger(_FamilyMember,TRIGGER_DAF_DruidPortal_OUT,1,"DB_DAF_HiddenFamilyEscape_ReachedPortal");

IF
CharacterEvent(_FamilyMember,"DB_DAF_HiddenFamilyEscape_ReachedPortal")
THEN
CharacterTeleportToTrigger(_FamilyMember,TRIGGER_DAF_DruidPortal_IN,"DB_DAF_HiddenFamilyEscape_ReachedHouse");

IF
CharacterEvent(_FamilyMember,"DB_DAF_HiddenFamilyEscape_ReachedHouse")
THEN
ProcCharacterMoveToTrigger(_FamilyMember,TRIGGER_DAF_DruidHouse_1stFloorOUT,1,"DB_DAF_HiddenFamilyEscape_ReachedStairs");

IF
CharacterEvent(_FamilyMember,"DB_DAF_HiddenFamilyEscape_ReachedStairs")
THEN
CharacterTeleportToTrigger(_FamilyMember,TRIGGER_DAF_DruidHouse_1stFloorIN,"DB_DAF_HiddenFamilyEscape_ReachedTop");

IF
CharacterEvent(_FamilyMember,"DB_DAF_HiddenFamilyEscape_ReachedTop")
THEN
ProcCharacterMoveToTrigger(_FamilyMember,TRIGGER_WAYP_DarkForest_DruidHouse_Pos,1,"DB_DAF_HiddenFamilyEscape_ReachedWaypoint");

IF
CharacterEvent(_FamilyMember,"DB_DAF_HiddenFamilyEscape_ReachedWaypoint")
THEN
Poof(_FamilyMember);



Looking at those functions, it appears as if the Event is thrown *after* the action completes. To respond to it, you need to use something like

IF
CharacterEvent( _Char, "MyEvent")
THEN
//Stuff