Dispatch
Bridge.Dispatch → bridge.dispatch. Full API: server.
🚫
community_bridge SendAlert is a client call that packs a table and hits community_bridge:Server:DispatchAlert. Newb_Bridge sendAlert is server-only. Consumer clients get a noop table. Move the call to the server and flatten the payload into separate arguments.
| community_bridge (client) | Newb_Bridge (server) |
|---|---|
SendAlert({ jobs, coords, message, code, icon, blipData, time, vehicle, ped }) | sendAlert(src, jobs, coords, data, blip, alertFlash?) |
-- Old (client)
Bridge.Dispatch.SendAlert({
jobs = { 'police' },
coords = GetEntityCoords(PlayerPedId()),
message = 'Armed robbery in progress',
code = '10-31',
icon = 'fas fa-store',
blipData = { sprite = 161, color = 1, scale = 1.2 },
time = 100000,
})
-- New (server)
bridge.dispatch.sendAlert(src, { 'police', 'sheriff' }, storeCoords, {
title = 'Store Robbery',
description = 'Armed robbery in progress',
code = '10-31',
length = 12,
icon = 'store',
}, {
sprite = 161,
colour = 1,
scale = 1.2,
text = 'Robbery',
}, true)Field mapping:
| community_bridge | Newb_Bridge |
|---|---|
data.message | data.description (and optional data.title) |
data.blipData.color | blip.colour |
data.time (ms) | data.length / blip.length (minutes) |
data.vehicle / plate / ped | — |
default jobs { 'police' } | same if you pass 'police' or omit handling on your side |
Internal dispatch (Config.Dispatch = "internal") draws a blip + notify on Newb_Bridge:dispatch:internalAlert. Do not trigger community_bridge:Client:DispatchAlert.