Modules
All modules are accessed through the global bridge table after importing @Newb_Bridge/import.lua. Modules are lazy-loaded on first access based on your Configuration provider settings. The host preloads every configured provider at startup.
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.