You refer to other entities via pointers.

The pivot would take a pointer, and those other entities would behave in reference to that pivot.
Code:
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.
}




I was once Anonymous_Alcoholic.

Code Breakpoint;