OK I see. Well, a pointer is essentially a var. So one way is to declare global pointers that are assigned when the enemy is created.

You could either assign pointers with individual names like:

var pEnemy_1;
var pEnemy_2;
...etc.

Then in the action of the enemy asign the pointer:

action enemy_flight
{
pEnemy_1 = me;
...
}

You could also use a pointer array:

var pEnemy[5];

and assign it through

pEnemy[1] = me;