Modules
After you import @Newb_Bridge/import.lua, everything hangs off the bridge table.
You get at all of this through the bridge table once @Newb_Bridge/import.lua is in. A module loads the first time you touch it, based on the provider you set in Configuration. The host preloads every provider you configured when it starts.
Modules without an implementation become a quiet noop table (every method is a no-op function). bridge.dialogue and bridge.task error if accessed on the server. bridge.dispatch and bridge.bossmenu are host-only on the client (consumer clients get the noop table).
Available modules
| Module | Client | Server |
|---|---|---|
bridge.framework | Client | Server |
bridge.inventory | Client | Server |
bridge.notifications | Client | Server |
bridge.menu | Client | Server |
bridge.inputs | Client | Server |
bridge.progressbar | Client | Server |
bridge.textui | Client | Server |
bridge.target | Client | Server |
bridge.vehiclekeys | Client | Server |
bridge.vehiclefuel | Client | Server |
bridge.bossmenu | Client | Server |
bridge.dispatch | Client | Server |
bridge.dialogue | Client | Server |
bridge.taskGroups | Client | Server |
bridge.task | Client | Server |
Related docs
- Utilities:
PropPlacer,AddInteraction,VersionCheck, and other exports - Events: player load/unload and bridge events
- Migrating: community_bridge → Newb_Bridge
Notes
- Server money:
getMoney/addMoney/removeMoneyare the authoritative money APIs. ClientgetAccountBalanceis display-only. - Host-proxied:
bridge.framework(and inventory when the provider isqb-inventory/qb-framework/esx-framework) is a funcref into Newb_Bridge. Do not call it per-frame.