OK, but locked to what? See you get what you want but its not what you want.
See mayas dg is deterministic, that means at each frame and each value settings maya tries to predict a outcome based on values just at that frames no values outside this. Now if you move the aim past .791 the pod will snap into action. However it will snap in one frame instantly. So it will look like the animator is incompetent it suddenly jumps form one position to another. Worse because if you key the aim you will not know when exactly it will go under .791 and it will snap at a random point in animation. Now youd need to go and fix the snap, this is then a huge step more work than what it solved.
OK so you can simulate in maya and set the lock to be what it was just before it snapped out of bounds. Fine the problem with that is it doesn't work since odds are the animator wont be coming back up at in the exact same spot. Again this causes a jump, and animator looks inept. Second problem it doesn't lock up predictably whenever you animate so the animators feedback is not what he gets when played back, since locally the going under happens at some point while dragging but when played back that point is at some frame before this so they dont align. So now you must manually ensure the key hits exactly .791 this isnt ny easier than having one extra key.
Other problems .791 is not a conclusive position. Its solvable but for angles its not conclusive the minimum angle depends on how close you move the aim to the aiming part. So the end result is that the snap also doesn't occur at a predictable spot.
See what im trying to do is keep it simple, and predictable at all times with somewhat adhering to your condition and tough which will never work as you describe.
What you really want is to let the user key down the constraints weight to 0 to lock down and then lock up. This gives the users power over the transition without popping in animation. See yiu will find no matter how well intentioned the rig is, if it doens't help the animator (you) get there.
Now with that in mind rethink your question.