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Ambient AI Police, Sitting patrols and Traffic Stops 2.2

(1 review)
Message added by SuperPyroManiac,

File looks to be entirely made with AI, and may have stability issues.

4 Screenshots

Overview:

Showcase video:https://www.youtube.com/watch?v=IZAp9k2m1kg

Traffic Stop Scenario Video:
https://www.youtube.com/watch?v=Qfp_TPufgB4

I have been told this works in enhanced with:

https://www.gta5-mods.com/tools/script-hook-v-net-enhanced

Hello All. Here is my first plugin. I have been testing some AI coding techniques and figure I would start with this. This is an open-source ScripthoookvDotnet script. Please give original credit if you change and re-upload mod. Thanks for 3,000+ downloads! I appreciate any feedback.

This is a GTA V plugin that goes into the scripts folder. This has been tested with single player mode with the latest LSPDFR running. This is designed to dynamically spawn ambient police activity across Los Santos, Blaine County, and surrounding regions. It creates a realistic, reactive environment where police units — including sitting patrols, traffic stops, and park rangers — spawn based on the player’s proximity, enhancing immersion without overwhelming the world with excessive AI vehicles.

Key Features

Dynamic Proximity-Based Spawning

Sitting Patrols: Spawn when the player is within 500 meters of designated patrol locations. These units are idle, engines running, ready to respond if the player approaches.

Traffic Stops: Spawn when the player is within 500 meters of designated stop points. Traffic stops simulate police interactions with civilians, including ticket writing animations and vehicle pulls.

Automatic Unit Management

Each spawned unit is tracked as an ActiveUnit, preventing duplicate spawns at the same location.

Units are cleaned up automatically if they are invalid or complete their activity.

No units are removed unless their sequence (e.g., traffic stop completion) finishes — ensuring realism and consistency in the world.

Spawn Probability Mechanics

Each eligible spawn location is evaluated every 20 seconds.

V 2.2 Updated (5/10/26)

-Added K-9 scenario to traffic stop

-AI Police should now chase the player if they are wanted

-.ini file is unchanged, only copy and delete "unchanged_" if a 1st time installer.


V 2.0 Updated (2/25/26)

Changed name to "1803 Ambient Police" to stay consistent with my brand renaming and newer mods.

To update: .INI file does not need replaced, just renamed to "1803 Ambient Police.ini"

-Replace .dll and pdb files.

-Fixed siren issues, no more sirens after traffic stops end

-Cleanup/deleted patrols happen when player is out of range so it is not visible

-Added spawn check so if callout or other script occupies spawn spot, spawn spot is skipped until it is free then probability chances take effect

V 1.9 Updated (2/8/26) (Been busy pre-game (coding) on Superbowl Sunday!)

-Added notepad props to traffic stops

-Fixed pat down

-See Youtube video for new traffic stop scenarios (and a new location at the gas station!)

V 1.8 Updated (2/8/26)

- Fixed driving logic after traffic stop

-Added more locations to LS Coastal, Blaine Ranger, and LS Central Zones.

-Fixed the Paleto Forrest (highway) location

-Added an extra scenario to traffic stops, Police will either write ticket or pat down suspect.


V 1.7: (Released 2/5/26) Major update!

Now includes 10 zones, maps included in download.

.INI file updates, each zone now can customize: percentages of ambient events, cars, percentages of loca/sheriff/highway cops,

Fixed issue with sirens, police should only have emergency lights on during traffic stop and no sirens or lights otherwise.

Fixed issue with suspect and cop not driving correctly after ending traffic stop

Deleted bad locations, added some new ones

Zones: (Map included with download)

1. BlaineSandyGrapeseedSenoraFwy - Coordinates in Blaine County, Sandy Shores, Grapeseed, Senora Freeway area

2. BlainePaletoGreatOceanHwy - Coordinates in Blaine County, Paleto Bay, Great Ocean Highway area

3. SenoraLocal - Coordinates in Senora Desert local roads

4. LSSouthPort - Coordinates in Los Santos South and Port area

5. LSNEHighway - Coordinates in Los Santos Northeast Highway area

6. LSCoastalWest - Coordinates in Los Santos Coastal West area

7. LSCentral - Coordinates in Los Santos Central area

8. LSWestSheriffRanger - Coordinates in Los Santos West, Sheriff/Ranger area

9. LSIA - Coordinates in Los Santos International Airport area

10. BlaineParkRanger - Coordinates in Blaine County Park Ranger area




Traffic Stop Simulation

Traffic stops are fully scripted:

Officer exits vehicle and approaches the civilian.

Officer moves to passenger window and performs a ticket-writing animation.

Officer returns to patrol car and drives off.

Civilian drives away after interaction.

All animations, vehicle sirens, and movement are handled automatically.

Performance Considerations

Units spawn only when the player is nearby, minimizing unnecessary AI units.

Active unit list ensures no duplicate spawns at a location.

Spawn checks occur every 10 seconds, balancing performance and realism. Since duplicates wont spawn, checking every 10 seconds essential does nothing to populated AI police areas and will add some to a new/unpopulated AI area if player is driving around.

This has been tested in SP mode with the latest LSPDFR version. I have also used "clean world" commands and "Clean world" mods and units will delete and start to respawn without any crashing issues.

Edited by 1803 Creations
Added showcase video

What's New in Version 2.2

Released

Add all files except cs file to the GTA/scripts folder.

To update: INI file has not changed since V1.7, replace .dll and pdb files, INI file does not need replaced.

"1803 Ambient Police.ini" should be the name of the .ini file

Some of you gave me suggestions and I listened!

V 2.2 Updated (5/10/26)

-Added K-9 scenario to traffic stop

-AI Police should now chase the player if they are wanted

- .ini file remains unchanged

V 2.1 Updated (3/7/26)

Fixed siren issues for good: sometimes a bad spawned entity would keep siren audio on still

Siren audio suppression for first 10s of traffic stop spawn:

new method EnforceSilentSirenWindow()

Keeps emergency lights behavior while repeatedly muting siren audio every 250ms for 10s.

V 2.0 Updated (2/25/26)

Changed name to "1803 Ambient Police" to stay consistent with my brand renaming and newer mods.

To update: .INI file does not need replaced, just renamed to "1803 Ambient Police.ini"

-Replace .dll and pdb files.

-Fixed siren issues, no more sirens after traffic stops end

-Cleanup/deleted patrols happen when player is out of range so it is not visible

-Added spawn check so if callout or other script occupies spawn spot, spawn spot is skipped until it is free then probability chances take effect

V 1.9 Updated (2/8/26) (Been busy pre-game (coding) on Superbowl Sunday!)

INI file remains unchanged. No updates/replacement needed.

-Added notepad props to traffic stops

-Fixed pat down

-See Youtube video for new traffic stop scenarios (and a new location at the gas station!)

V 1.8 Updated (2/8/26)

- Fixed driving logic after traffic stop

-Added more locations to LS Coastal, Blaine Ranger, and LS Central Zones.

-Fixed the Paleto Forrest (highway) location

-Added an extra scenario to traffic stops, Police will either write ticket or pat down suspect.

V 1.7: (2/5/26)
Major update!

Now includes 10 zones, maps included in download.

.INI file updated, each zone now can customize: percentages of ambient events, cars, percentages of local/sheriff/highway cops,

Fixed issue with sirens, police should only have emergency lights on during traffic stop and no sirens or lights otherwise.

Fixed issue with suspect and cop not driving correctly after ending traffic stop

Deleted bad locations, added some new ones

Blaine Ranger and Sheriff Ranger zones spawn Ranger for the cop category. Sheriff and Highway should be their respective departments.

**Yes I am aware LS Central and Blaine Park Ranger zone only have one location each. More to come in the future. Each zone is going to have at least 5 spots. We are over a total of 50 now but not 5 for each zone yet. That is my goal for the next release.

V1.6 (Updated 1/28/26)

Added percentage chances for each zone in .ini file.

Now each zone can have its own spawn chance. For example, LSIA is 100% cop, whereas Blaine county is 50% sheriff, 30% cop, 20% highway patrol spawn chances. (Can be changed, just make sure totals add to 100 for each zone)

V1.5 (Updated 1/24/26)

Changed clean-up:

Now traffic stop units dont delete

Now sitting patrol only deletes if not moved

These changes prevent units from deleting if they join in pursuits.

V1.4 (Updated 1/19/26)

-Changed Spawn percentages for each spawn point. Probability runs if

distance checks pass and there is no emergency vehicle within 100 feet of spawn. Runs every 20 seconds.

30% sitting patrol

30% spawn nothing

40% spawn traffic stop

-Added cleanup for sitting patrol, now deletes after sitting for 2 mins.

Version 1.3:

Added a pre-spawn check and if any non-player emergency vehicles exist near (within 100 feet) of spawn point, spawn point is skipped.

This will help prevent spawning over callouts/spawned units by the game, or any map builder maps that may be spawned and contain emergency vehicles/peds.


Version 1.2:
Fixed an issue with version 1.1 not spawning in LS county zone.

Changed spawning distance

Changed traffic stop logic to properly make traffic stop inactive if a clean world mod is used (if used before, spot could stop spawning after clean up).

Version 1.1:

--Added a .ini file so you can customize which cars are in each zone, including add-on cars.

Note: LSIA will only spawn local cop cars, the other zones are needed so the script can read the .ini file format correctly.

Park Ranger spawns from Cop vehicle like LSIA zone. COP PED does appear to be ranger in game.

Senora Zone: Local Route 68 and surrounding areas like Harmony, Grand Senora Desert, Lago Zancudo.

HWY Blaine: Paleto Bay area/Great Ocean Hwy in Blaine County

Blaine: Sandy/Grapeseed/Senora Fwy

--Added more locations. Shoutout to BJUSA for the locations.

--Changed/Fixed Traffic Stops:

Traffic Stops now last 30 seconds

Pulled over car drives away first, then cop car 2 seconds after to prevent them from almost crashing into each other when ending the stop.


Short Description

Script to spawn ambient police that either sit on patrol or are engaged in a traffic stop

AI disclosure

The author has disclosed that AI tools were used in creating the following aspects of this file:

  • Mod and Mod Content (Substantial)

AI helps me create a new idea that I do not know how to code by myself

User Feedback

Recommended Comments

WildBulls805

Members

On 2/14/2026 at 8:10 PM, 1803 Creations said:

Thanks for the kind words and support!

I've been at it all day but I think we are getting close,

Here is a preview, Rememberence: Persistent World coming soon!

https://www.youtube.com/watch?v=mz6PCvpDvWY

Hello my friend! Any updates on the persistence mod? Or when the next update to the ambient sitting patrol will release?

1803 Creations

Members Author

4 hours ago, WildBulls805 said:

Hello my friend! Any updates on the persistence mod? Or when the next update to the ambient sitting patrol will release?

Hopefully today for the new mod, if not today, hopefully tomorrow. Its going to be a big one, the manual is 8 pages so far

WildBulls805

Members

28 minutes ago, 1803 Creations said:

Hopefully today for the new mod, if not today, hopefully tomorrow. Its going to be a big one, the manual is 8 pages so far

Sweet! Any idea on timing for the ambient police update?

1803 Creations

Members Author

25 minutes ago, WildBulls805 said:

Sweet! Any idea on timing for the ambient police update?

Not sure, I will probably try to make all my future updates compatible with my core system (Remembrance) so speeders, ambient police, etc. will all be updated to work with the new plugin. Maybe by the end of the month

WildBulls805

Members

On 2/18/2026 at 2:43 PM, 1803 Creations said:

Not sure, I will probably try to make all my future updates compatible with my core system (Remembrance) so speeders, ambient police, etc. will all be updated to work with the new plugin. Maybe by the end of the month

Sounds great! Other than the vehicles not disappearing when in view, what other updates do you plan for this mod?

1803 Creations

Members Author

6 hours ago, 1803 Creations said:

Not sure, I will probably try to make all my future updates compatible with my core system (Remembrance) so speeders, ambient police, etc. will all be updated to work with the new plugin. Maybe by the end of the month

Tomorrow looks like release day! Ive had one issue and after some hours of testing, the mod is exactly how I planned it and ready for a release tomorrow! v

45 minutes ago, WildBulls805 said:

Sounds great! Other than the vehicles not disappearing when in view, what other updates do you plan for this mod?

Other than more/edit locations and fix the siren issue and disappearing when near issue, I am not sure there will be too many other updates to this. It works as intended and I think it is pretty good with what it does now.

WildBulls805

Members

Can't wait! Thanks

1803 Creations

Members Author

19 hours ago, WildBulls805 said:

Can't wait! Thanks

Expect the new version in the next couple of days, testing it out today to make sure siren issue is fixed and other things are working as expected.

WildBulls805

Members

Take your time! Also just want to send my appreciation for your work, on all your mods when people have suggestions, you go out of your way to try to accommodate. You make this community much more enjoyable ☺️

1803 Creations

Members Author

30 minutes ago, WildBulls805 said:

Take your time! Also just want to send my appreciation for your work, on all your mods when people have suggestions, you go out of your way to try to accommodate. You make this community much more enjoyable ☺️

Appreciate the kind words! Hopefully we all can make GTA5 modding a good time for the next few months and then get ready for GTA6 time!!

WildBulls805

Members

On 2/22/2026 at 10:05 AM, 1803 Creations said:

Expect the new version in the next couple of days, testing it out today to make sure siren issue is fixed and other things are working as expected.

Hello! Is this update still scheduled for this week?

1803 Creations

Members Author

Just now, WildBulls805 said:

Hello! Is this update still scheduled for this week?

Yes, maybe today or tomorrow.

One issue I am testing it spawning over other callouts/scripts but I think I found the fix (which I just used on the ambient civilian mod I just released)

Going to test it with both mods running and hoping to only see one or the other and not both spawn on top of each other.

Thats where we are at now. I want V2.0 (next version) to be the stable/last release hopefully!

I will probably combine some ideas from this. civilian script, speeding script/my callouts and integrate a new plugin that will work with as callouts/other AI cops reporting and asking for backup.

That is the next big project goal, we will see what becomes of it!

In the meantime, expect V2.0 to be out in next 48 hours hopefully pending no issues with my testing.

WildBulls805

Members

56 minutes ago, 1803 Creations said:

Yes, maybe today or tomorrow.

One issue I am testing it spawning over other callouts/scripts but I think I found the fix (which I just used on the ambient civilian mod I just released)

Going to test it with both mods running and hoping to only see one or the other and not both spawn on top of each other.

Thats where we are at now. I want V2.0 (next version) to be the stable/last release hopefully!

I will probably combine some ideas from this. civilian script, speeding script/my callouts and integrate a new plugin that will work with as callouts/other AI cops reporting and asking for backup.

That is the next big project goal, we will see what becomes of it!

In the meantime, expect V2.0 to be out in next 48 hours hopefully pending no issues with my testing.

Thank you! Downloading your other ambient script now

1803 Creations

Members Author

1 minute ago, WildBulls805 said:

Thank you! Downloading your other ambient script now

So far so good with running both set to 100% spawn rates in .ini file and only one spawning at a time. Ill keep an eye on it during my next patrol and probably will see this update tonigh!

Sereous313

Members

Does anyone know how disable the LSPDFR stock traffic stops in the same spot from the config? It seems its been broken forever, it kills the fps.
I like the idea of this but does it have an fps hit like the stock?

Dippa

Members

10 hours ago, Sereous313 said:

Does anyone know how disable the LSPDFR stock traffic stops in the same spot from the config? It seems its been broken forever, it kills the fps.
I like the idea of this but does it have an fps hit like the stock?

As far as fps drop, I didn't experience any.

error404vibes

Members

@1803 Creations The police officer who spawned made an arrest and then left. Why didn’t he call for backup as well or put her in the car and take her to the station? Or have you not implemented that part? https://imgur.com/a/DTy2uWK

1803 Creations

Members Author

2 minutes ago, Sereous313 said:

Does anyone know how disable the LSPDFR stock traffic stops in the same spot from the config? It seems its been broken forever, it kills the fps.
I like the idea of this but does it have an fps hit like the stock?

3 minutes ago, error404vibes said:

@1803 Creations The police officer who spawned made an arrest and then left. Why didn’t he call for backup as well or put her in the car and take her to the station? Or have you not implemented that part? https://imgur.com/a/DTy2uWK

If you saw that, it was not my mod, Could have been LSPDFR or another script/plugin with ambient stops but this script does not have any arrests or placing people in the back of cars.

Legendk456

Members

I assume this goes in the scripts folder like other dotnet script files?

1803 Creations

Members Author

10 hours ago, Legendk456 said:

I assume this goes in the scripts folder like other dotnet script files?

Yes, .dll, .ini and .pdb files go into the scripts folder. Older version have .cs files for open-source reference. New versions of open-source projects I upload are all now on Github. ( instead of .cs files added with download).

Legendk456

Members

2 hours ago, 1803 Creations said:

Yes, .dll, .ini and .pdb files go into the scripts folder. Older version have .cs files for open-source reference. New versions of open-source projects I upload are all now on Github. ( instead of .cs files added with download).

Appreciate it, thanks! Unless I missed it on the site, I would recommend adding a readme for those that aren't as knowledgeable about modding LSPDFR. Just a friendly suggestion though :)

Also I am not sure if this is possible, but adding custom peds, or even better, pulling peds and vehicles from the agency.xml for in lspdfr > data. That way, you wouldn't have to customize the vehicles manually, but are able to pull from already customized data.

1803 Creations

Members Author

36 minutes ago, Legendk456 said:

Appreciate it, thanks! Unless I missed it on the site, I would recommend adding a readme for those that aren't as knowledgeable about modding LSPDFR. Just a friendly suggestion though :)

Also I am not sure if this is possible, but adding custom peds, or even better, pulling peds and vehicles from the agency.xml for in lspdfr > data. That way, you wouldn't have to customize the vehicles manually, but are able to pull from already customized data.

I will look into adding a readme, I think the description and updates say where to put the files but Ill take that into consideration.

As far as pulling in LSPDFR data, this is currently a scripthookdotnet script which keeps it independent of needing LSPDFR running. For example,

if you didnt want to run LSPDFR and wanted to play as a civilian, the script will still run and you will see more police around so when you have stars, my spawned police will chase the player if they are a wanted civilian.

Legendk456

Members

10 minutes ago, 1803 Creations said:

I will look into adding a readme, I think the description and updates say where to put the files but Ill take that into consideration.

As far as pulling in LSPDFR data, this is currently a scripthookdotnet script which keeps it independent of needing LSPDFR running. For example,

if you didnt want to run LSPDFR and wanted to play as a civilian, the script will still run and you will see more police around so when you have stars, my spawned police will chase the player if they are a wanted civilian.

Gotcha. In the future, would you consider adding custom ped support (with mp_freemode)?

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