[quote:3r1yrsfh]Player attacks (with corresponding movement)
Delay until it finishes and slight afterdelay
Damage floater
Delay until it finishes and slight afterdelay
Prompt for next turn
I think I see what you mean. The function behavior probably is your best bet, but I would use it in combination with groups. You could then enable group player a with a function, at the same time disabling player b group.
Timescale would be better for messages, pop up windows, imputing stats, etc.
BTW the timer behavior does remember picked objects, but you cant make new timers. Its a bug I think, but you can add additional timer behaviors.