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;