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

ModuleClientServer
bridge.frameworkClientServer
bridge.inventoryClientServer
bridge.notificationsClientServer
bridge.menuClientServer
bridge.inputsClientServer
bridge.progressbarClientServer
bridge.textuiClientServer
bridge.targetClientServer
bridge.vehiclekeysClientServer
bridge.vehiclefuelClientServer
bridge.bossmenuClientServer
bridge.dispatchClientServer
bridge.dialogueClientServer
bridge.taskGroupsClientServer
bridge.taskClientServer
  • Utilities: PropPlacer, AddInteraction, VersionCheck, and other exports
  • Events: player load/unload and bridge events
  • Migrating: community_bridge → Newb_Bridge

Notes

  • Server money: getMoney / addMoney / removeMoney are the authoritative money APIs. Client getAccountBalance is display-only.
  • Host-proxied: bridge.framework (and inventory when the provider is qb-inventory / qb-framework / esx-framework) is a funcref into Newb_Bridge. Do not call it per-frame.

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