no problem

in the soldier's action, before any while loops, put "ENTITY* victim;" without the quote marks. that declares a local entity pointer in the action.
then u can use the little bit of code i mentioned before to make it point to someone ("victim = you;" if the predefined "you" pointer is pointing at someone) and then you can check victim.x and victim.pan and stuff like that to see where the victim is and where it is looking.
the victim's local variables cannot be accessed of course, and you probably already knew that. you can look at the victim's skills, for example, if each soldier sets their .skill[2] to their health, you could also check victim.skill[2] to see how healthy they are and determine whether its worth attacking more or retreating (for example

).
julz