Actor particles are those to which the Actor Operator were assigned. They also have global control over the corresponding rig particles that were assigned to them, for things like animation clip playback and transform updates.
Rig particles are the particles which correspond to the objects you added to your tyActor helper object, as well as any bones that were detected through Skin modifiers in tyActor meshes.
If you add a skinned mesh to a tyActor, technically it will get an equivalent rig particle, but that rig particle doesn't actually have any functionality because the skin itself is internally generated by tyFlow after each step of the simulation and is not itself a particle. I guess for simplicity and clarity I should not have skinned tyActor meshes generate any particle at all...I can't remember if I kept them in for a reason or not but the best solution would probably be to remove them entirely.
So long story short, you can't separate out skinned actor meshes in your flow into events, because they aren't particles. The same goes for cloth in tyFlow. You can modify cloth particles with events and operators, but not the cloth mesh itself.
Rig particles are the particles which correspond to the objects you added to your tyActor helper object, as well as any bones that were detected through Skin modifiers in tyActor meshes.
If you add a skinned mesh to a tyActor, technically it will get an equivalent rig particle, but that rig particle doesn't actually have any functionality because the skin itself is internally generated by tyFlow after each step of the simulation and is not itself a particle. I guess for simplicity and clarity I should not have skinned tyActor meshes generate any particle at all...I can't remember if I kept them in for a reason or not but the best solution would probably be to remove them entirely.
So long story short, you can't separate out skinned actor meshes in your flow into events, because they aren't particles. The same goes for cloth in tyFlow. You can modify cloth particles with events and operators, but not the cloth mesh itself.