Description: Returns a target locked by a unit, similar to how cursorTarget works for a player, but for any unit; sets a unit to 'lock on' to a target in the same manner, if possible
Syntax:
_targ = getLockedTarget _plane;
_plane setLockedTarget _vehicle;
Reasoning:
Ability to distinguish player's currentTarget from an object they happen to be looking at; set and return AI behavior for conditional cases for mission makers and triggers, e.g. 'when locked on by a sam'.