I know they aren't going to be dup load/saves, was just a easy thing to compare it to. I believe I have an idea.
The server host or builder or whoever can place a 'prop plate' outside of the minigame, while working on the build or something. On this plate, you can place special events which determine the functionality of the prop. For example...
A normal event normally looks like this:
onActivate > Player > setHealth > [#health]
Where a prop plate would look more like:
PropPlate > Condition > Score > [Unrestricted/Required] [# points] [Reduce/Save]
So
PropPlate > Condition > Score > [Required] [20] [Save] - This would require the player to have a score of at least 20 to place, but would not subtract the player's points.
PropPlate > Condition > Score > [Unrestricted] [20] [Reduce] - Placing this would reduce the player's score by 20, but allows them to go negative.
PropPlate > Condition > Cooldown > etc
Energy, health, VCEVariable, SlayerTeam, etc.
And then for the actual prop:
PropPlate > Spawn > Bricks > [Public/Minigame/Player/Owner] - This would spawn the bricks that were placed on top of the prop plate, most likely in ghost brick format. The list is for who will own the bricks. Public = public bricks. Minigame = minigame owner. Player = the player spawning the prop. Owner = the player who owns the prop plate.
or
PropPlate > Spawn > Vehicle > [vehicle datablock]
How does this sound before I go and start working on it?
in addition the brick menu would be limited to only being able to place these special bricks/dups (which could be picked in the brick menu) and would not be able to be placed outside of minigames
I'm going to avoid the brick menu considering it'd be damn well impossible to properly incorporate it into this idea. And if there's going to be a client sided add-on, it may as well get it's own GUI.