S3TargetLockOnto
T4rg3t5's target event works both ways.
Send an actor to request a lock, or nil to clear it. T4rg3t5 emits the same payload after its own target changes.
A lock request is accepted only for a valid actor while targeting is enabled. If you need the current truth, ask the Manager for getTargetObject().
Notifications happen after the target changes. They're useful for reacting to a lock, not vetoing it.
---@omw-context player
local self = require 'openmw.self'
local function requestLock(target)
if not target or not target:isValid() then return end
self:sendEvent('S3TargetLockOnto', target)
end
local function requestUnlock()
self:sendEvent('S3TargetLockOnto', nil)
end
See the target event observer example.
S3TargetLockHit
Carries the object hit by the player and drives target-marker hit feedback. Most mods can ignore this; send it only when integrating another hit source with T4rg3t5's marker effects.
S3TargetLock trigger
S3TargetLock toggles the normal lock lifecycle. It's bound through S3TargetLockBinding, and a player script can activate it directly:
---@omw-context player
require 'openmw.input'.activateTrigger('S3TargetLock')
It selects a target when unlocked and clears the target when locked. Use Manager.getTargetObject() for lock state; marker visibility is just presentation.