- Player selects my modded blueprint item and does setup like a normal blueprint.
- Player orders construction of setup-up modded blueprint.
- Items in the blueprint are placed normally, but also, some intangible user-visible entities are created which visually indicate or highlight a rectangular quasi-radius or "zone" surrounding and/or covering the blueprinted items. These intangibles have no hitbox but, ideally, would be selectable or at least, would appear to be so to the player.
- Thenceforth, special magic stuff happens within the visually indicated zone, unless and until it is (somehow, haven't figured this out yet) deconstructed.
I wanted to just inject a bunch of simple-entity-with-owners into the blueprint, but these are apparently not blueprintable (so the API informs me when I attempt to do it). I'm assuming (but should probably confirm) that I can't just inject my my simple-entity-with-owner objects into the cursor stack as soon as they are holding my setup blueprint as I would get the same error?
OK, fine, but where there's a will there's a way, right? So far the best idea I've got is this: tracking each player's usage of my special blueprint items during on_player_cursor_stack_changed so that when I see on_built_entity for ghosts, I can deduce whether they deployed my blueprint (crucially, I must be able to know which blueprint is deployed, or at least the user's label for it).
I think it will probably work but it seems pretty awful. Anyone got a better idea? I'm open to whatever, but in particular wondering if there might be some back-door way to inject an intangible, uniquely identifiable entity of whatever kind into the blueprint, so that I don't need to be spying on cursor stacks all the time and can employ a more traditional compound-entity or fake entity (instantly swapped out on on_built_entity) approach.