I think I understand what you are wanting to do. Have it finish the current walk cycle animation & then use that frame number throughout the rotation animation frames no?
You're making it even more complicated. In theory I suppose you could create an additional variable, value or condition which needs to be met before triggering the rotation function, then in frame 14 of your walk animation you could query if rotation_active = true then pause for frame pause value set rotation_active2 to true which would then have it rotate the character.
It's a bit too complicated to get across in a few words like this.
I believe it would be better to write a script that lets you utilize & control manually triggered character animations instead & then that way you can control the frame & which animation to trigger. It's more work than Simon's script but it would be a lot more customizable.
All I will say regarding this matter for now: is just forget about it, until a later time, as it's just an aesthetic enhancement. Worry about developing the main parts of your game first as you can always come back later on & add improvements & enhancements towards the end.
