Hi LazyDog,
no problem, thanks for your reply. That is exactly the problem I am dealing with at the moment since I use many procedures using a wait which are not attached to an entity.
I'm currently solving this problem by having one main loop calling each procedure each frame instead of starting many "small" loops during the game. But it would be great to have some kind of pointer to a scheduled procedure that you can work with (remove it from scheduler, ...).