You refer to other entities via pointers.
The pivot would take a pointer, and those other entities would behave in reference to that pivot.
ENTITY* myEnt; //define a pointer
action pivot()
{
myEnt = my; //set the pointer to the pivot
}
action pivotChild()
{
while(!myEnt) { wait(); } //wait for the pivot to load before doing anything
//...do stuff, myEnt pointer can now be accessed.
}