Playmaker change script value?

How can i get a playmaker value set a variable in a script?

#pragma strict

var spawnPoints : Transform[];  // Array of spawn points to be used.
var enemyPrefabs : GameObject[]; // Array of different Enemies that are used.
var amountEnemies = 20;  // Total number of enemies to spawn.
var yieldTimeMin = theFsm.FsmVariables.GetFsmInt("Int").Value;
var yieldTimeMax = 5;  // Don't exceed this amount of time between spawning enemies randomly.
var i : int;
public var theFsm : PlayMakerFSM;

function Spawnblock() 
{ 
    for (i=0; i<amountEnemies; i++)
    {
      yield WaitForSeconds(Random.Range(yieldTimeMin, yieldTimeMax));  // How long to wait before another enemy is instantiated.
 
      var obj : GameObject = enemyPrefabs[Random.Range(0, enemyPrefabs.length)]; // Randomize the different enemies to instantiate.
      var pos: Transform = spawnPoints[Random.Range(0, spawnPoints.length)];  // Randomize the spawnPoints to instantiate enemy at next.
 
      Instantiate(obj, pos.position, pos.rotation); 
}}

I had similar problem and used playmaker’s “Send Message” action to solve it.
all you have to do is add this action to whatever state you want and then fix the settings to suit your needs.
Here’s a picture of the settings10457-answer.jpg

This video helped me out, it’ll show you how to connect your scripts, I think the part your after is at 5:10.