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4 Screenshots

Are you tired of clocking AI drivers at a max speed of 78 MPH? Then this the script for you! This is probably my favorite script I've been working on. This really does add a new layer to speed traps/patrols.

Files go into the GTA/scripts folder. DO NOT run both the scripts, one is a test script, one is the fully functioning script. The .cs /txt files are for open source reference. I plan to continue to update this. Any community notes/suggestions will be taken into consideration.

Showcase:
https://www.youtube.com/watch?v=muJ_mrpz3Zg

Version 1.6 (Updated 3/2/26):

-rename to 1803 Speeders, ini file does not need replaced, just renamed if updating.

-Rewrite from Scripthookdotnet V2 to V3.

-Added over 100 ped models to now spawn

-Game chooses name so should be random and not often repeating

Version 1.5 (Updated 2/4/26):

Added and removed locations. Maps of locations also added with download.

Fixed issue with spawning cars driving through scenes. They should now stop if they see cars with EMS lights blocking the road instead of driving through them.


Version 1.4 (Updated 1/23/25):

Turned off notifications by default. Notifications can be turned on/off in the ini file now.



Version 1.3: (Updated 1/19/25)

Fixed cleanup logic in code, now when drivers exit their car and/or are arrested, they do not delete.

Cars/drivers only delete if driving and over 1000M away from player.




Version 1.2: (Updated 1/18/25)

.INI file added. This file goes into the scripts folder. You can now customize: cars (add-on if you wish), Min and Max spawn distance, and how often cars spawn (currently set to every 10 seconds if distance checks pass). Make sure to update all files (MoreSpeeders) in the scripts folder for this to work. Old versions will not read/use the .ini file.

-Includes spawn points for all highways. All LS and BL county highways now have spawn points. The only possible dead zone (no speeders) could be near LSIA airport. If you all really want a speeding spawn point near the airport, I can add one in a later release.

Note: Testing script still included and has not changed. Will still spawn Infernus at the one spawn point shown in the Version 1.1 testing Youtube video link.

Just a fun note: I clocked a new speeding record during my recent testing. I clocked the (add-on) car "teslax" at 106 MPH.






What's New in Version 1.1

NOW INCLUDED: MoreSpeedersSpawnTest FILES. Use these files if you think you are having issues with the script. The test script spawns only at one location and does not have the distance checks on so you can see exactly what/how the script is spawning cars. DO NOT install/run both at the same time. You will get a notification when the Infernus car spawns.

Video for testing spawner:
https://youtu.be/ZZPelfO7U2E

Script (non-testing version) description is below:

How to update:
Replace old files. They have the same name. DO NOT run the test script and the morespeeders scripts together. Run only one at a time.

Cars now spawn at fixed locations on the highway, (currently in Blaine County only as testing continues)


Spawn point is less than 600M but greater than 300M away, checks right before spawning so if traveling fast or in pursuit, new point is changed if distance checks fail.

AI drivers should be able to engage in normal pull over behavior. Does work with Riskier Traffic Stops and vanilla lspdfr pull over.

Clean-up added to delete vehicles/peds once they are over 1000M away.

-Notification for each spawned car. Currently using just the Infernus for easy testing and visibility. Will expand this later on.

Plans Version 1.2:

-Add more locations like Los Santos County Highways

-Add more Cars

-.ini file coming in the future for add-on cars. Working on getting it to work right with game cars first.








Version 1.0

This script spawns a car every 10 seconds at approx. 350 meters away from the player.

Once spawned and snapped to the road, the AI driver is able to drive up to approx 100 MPH if on a straight road with no other cars in the way.

When testing this mod, I have been able to clock AI drivers around 80-90 MPH on highways, at least one every 30 seconds.

I have told the script to change driving behavior and let the game control driving behavior f near EMS lights which allows the cars to be slowed down to be pulled over and/or allows for them not to wreck scene management during other callouts or scenes.

--This will spawn cars everywhere you are near. If you are in the middle of a forest, beach, airport, or military base, you will notice the cars spawning inside those locations.

--If you are in a pursuit and/or traveling over 100MPH, you will likely see the cars spawn on the map, if you are stationary/driving under 80 mph, you shouldn't see the cars spawn on the map.

--Sometimes the spawned cars will drive off the road or not drive correctly. Just use a "clean world" mod if you see more than a couple of cars off the road. All/any spawned units can be safely deleted without any issues. I would say over 90% of the spawned cars spawn correctly so you may get a couple every 5 mins that are not driving right.

Edited by 1803 Creations

What's New in Version 1.6

Released

Version 1.6 (Updated 3/2/26):

-Rewrite from Scripthookdotnet V2 to V3.

-Added over 100 ped models to now spaw

-Game chooses name so should be random and not often repeating

Version 1.5 (Updated 2/4/26):

Added and removed locations. Maps of locations also added with download.

Fixed issue with spawning cars driving through scenes. They should now stop if they see cars with EMS lights blocking the road instead of driving through them.

Version 1.4 (Updated 1/23/25):

Turned off notifications by default. Notifications can be turned on/off in the ini file now.



Version 1.3: (Updated 1/19/25)

Fixed cleanup logic in code, now when drivers exit their car and/or are arrested, they do not delete.

Cars/drivers only delete if driving and over 1000M away from player.




Version 1.2: (Updated 1/18/25)

Now included: .INI file. This file goes into the script folder. If you are updating, replace/add all files from the old version in the GTA/scripts folder.

You can now customize: cars (add-on if you wish), Min and Max spawn distance, and how often cars spawn (currently set to every 10 seconds if distance checks pass).

(

-Includes spawn points for all highways. All LS and BL county highways now have spawn points. The only possible dead zone (no speeders) could be near LSIA airport. If you all really want a speeding spawn point near the airport, I can add one in a later release.

Note: Testing script still included and has not changed. Will still spawn Infernus at the one spawn point shown in the testing Youtube video link in version 1.1 details. DO NOT run both at the same time. Run one script at a time. There is no .ini file included for test spawning script.

-renamed test files to make sure they work

Just a fun note: I clocked a new speeding record during my recent testing. I clocked the (add-on) car "teslax" at 106 MPH.



-

Version 1.1 has been changed:

NOW INCLUDED: MoreSpeedersSpawnTest FILES. Use these files if you think you are having issues with the script. The test script spawns only at one location and does not have the distance checks on so you can see exactly what/how the script is spawning cars. DO NOT install/run both at the same time. You will get a notification when the Infernus car spawns.

Video for testing spawner:
https://youtu.be/ZZPelfO7U2E

Script (non-testing version) description is below:

How to update:
Replace old files. They have the same name. DO NOT run the test script and the morespeeders scripts together. Run only one at a time.

Cars now spawn at fixed locations on the highway, (currently in Blaine County only as testing continues)


Spawn point is less than 600M but greater than 300M away, checks right before spawning so if traveling fast or in pursuit, new point is changed if distance checks fail.

AI drivers should be able to engage in normal pull over behavior. Does work with Riskier Traffic Stops and vanilla lspdfr pull over.

Clean-up added to delete vehicles/peds once they are over 1000M away.

-Notification for each spawned car. Currently using just the Infernus for easy testing and visibility. Will expand this later on.

Plans Version 1.2:

-Add more locations like Los Santos County Highways

-Add more Cars

-.ini file coming in the future for add-on cars. Working on getting it to work right with game cars first.


Short Description

This script spawns cars with AI drivers with the ability to drive up to 100 mph

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 helped me code this project.

User Feedback

Recommended Comments

1803 Creations

Members Author

13 hours ago, PEJ said:

Just use Custom Pullover

I download the last update and it's just shown 1803's more speeder do I need to rename it

Yes, for an update: you can reuse the old .ini file if you re-name it. Re-name it to the same name as the new files (1803 speeders.ini).

Jackal1T1

Members

I'm having issues with the vehicles spawning. I have all the scripthookvdotnet and required files to run scripts(as i run scripts like "enable all interiors" that run fine), and the game displays that the "more speeders on highways" script loaded properly, but I never see any of the speeding vehicles spawn despite sitting in multiple of the locations shown on the map above(spawn interval is set to the default 5 seconds). Can anyone help steer me in the right direction?

1803 Creations

Members Author

7 hours ago, Jackal1T1 said:

I'm having issues with the vehicles spawning. I have all the scripthookvdotnet and required files to run scripts(as i run scripts like "enable all interiors" that run fine), and the game displays that the "more speeders on highways" script loaded properly, but I never see any of the speeding vehicles spawn despite sitting in multiple of the locations shown on the map above(spawn interval is set to the default 5 seconds). Can anyone help steer me in the right direction?

Try setting the spawn rate to 5 seconds and turning on notifications in the ini file and see which/if car models are spawning. A good spot to sit is in the median after passing through Braddock tunnel. If you sit there for at least a minute with a radar and cars spawning every 5 seconds, you should see at least one car hit 80 MPH for sure.

Jackal1T1

Members

I have both those settings set in the INI and despite sitting where you said I dont see any. I dont even see blips indicating that the vehicles are spawning but I still am getting the popup that the script loaded correctly

1803 Creations

Members Author

2 hours ago, Jackal1T1 said:

I have both those settings set in the INI and despite sitting where you said I dont see any. I dont even see blips indicating that the vehicles are spawning but I still am getting the popup that the script loaded correctly

The notification system does not blip but it would be telling you every 5 seconds that a car spawned. Look in the ragepluginhook.log file, search for "speeders" and see if there is any information in there that helps.

Jackal1T1

Members

13 hours ago, 1803 Creations said:

The notification system does not blip but it would be telling you every 5 seconds that a car spawned. Look in the ragepluginhook.log file, search for "speeders" and see if there is any information in there that helps.

If that is the case I'm definitely not getting the spawn notifications. When i go into the rage logs and search speeders it says "speeders not found". I attached a screen shot of everything in my "scripts" folder, does everything look correct? I also have script hook v, scripthookdotnet, scripthookdotnet2 and scripthookdotnet3 installed as well.

Could contain: text, screenshot, number, software, font

1803 Creations

Members Author

9 hours ago, Jackal1T1 said:

If that is the case I'm definitely not getting the spawn notifications. When i go into the rage logs and search speeders it says "speeders not found". I attached a screen shot of everything in my "scripts" folder, does everything look correct? I also have script hook v, scripthookdotnet, scripthookdotnet2 and scripthookdotnet3 installed as well.

Could contain: text, screenshot, number, software, font

Try deleting and replacing all files from the ones in the download. Remove all cars from the new .ini file and only add one stock car model (infernus or bullet should work). See if that solves your issues.

notbot

Members

I'm not sure if I installed this wrong or something but when I try to load the script by pressing enter it gives me this error:

Unhandled exception in script "speeders 1803"

Null reference exception at SHVDN.nativememory/FwScriptGuidPoolTask.run()

I tried turning the spawn notifications on but I'm not getting any, and I don't see anyone over 78 even when I'm running radar for 5+ minutes.

To install, all I did was drag and drop the new install folder contents into the scripts folder and change the .ini to this:

[Vehicles]

Models=infernus,dominator

[SpawnDistance]

MinDistance=300

MaxDistance=900

[Timing]

SpawnIntervalSeconds=5

[Notifications]

ShowSpawnNotifications = true

GCode2k1

Members

This script is amazing! Only issue is it stopped working after the gta update. Not sure what to make of the log but please see below. I'm open to any suggestions to get the script working again.

[16:53:59] [INFO] Found 1 script(s) in NativeUI.dll resolved to API version 2.11.6 (script assembly version: 1.9.0.0, target API version: 2.10.9).

[16:53:59] [INFO] Found 1 script(s) resolved to the deprecated API version 2.x (ScriptHookVDotNet2.dll), though the script(s) are currently running. The v2 API is deprecated and no longer actively supported. It may stop being supported in the future. You could report to the authors who developed some of the scripts that are using the deprecated API, or find alternative scripts to avoid the issue. The list of script names:

[16:53:59] [INFO] NativeUI.dll

[16:53:59] [DEBUG] Instantiating script Speeders1803 ...

[16:53:59] [INFO] Started script Speeders1803.

[16:53:59] [DEBUG] Instantiating script NativeUI.BigMessageThread ...

[16:53:59] [INFO] Started script NativeUI.BigMessageThread.

[16:54:30] [ERROR] Caught unhandled exception:

System.NullReferenceException: Object reference not set to an instance of an object.

at SHVDN.NativeMemory.FwScriptGuidPoolTask.Run()

at SHVDN.ScriptDomain.ExecuteTaskWithGameThreadTlsContext(IScriptTask task, Boolean forceResetTimeoutStopwatch)

at SHVDN.NativeMemory.GetVehicleHandles(FVector3 position, Single radius, Int32[] modelHashes)

at GTA.World.GetNearbyVehicles(Vector3 position, Single radius, Model[] models) in ScriptHookVDotNet3\GTA\World.cs:line 648

at GTA.World.GetClosestVehicle(Vector3 position, Single radius, Model[] models) in ScriptHookVDotNet3\GTA\World.cs:line 600

at Speeders1803.SpawnVehicleAt(Vector3 pos, Single heading) in C:\Users\Matt\source\repos\1803 Speeders\Class1.cs:line 224

at Speeders1803.TrySpawnTrafficAIVehicle() in C:\Users\Matt\source\repos\1803 Speeders\Class1.cs:line 215

at Speeders1803.OnTick(Object sender, EventArgs e) in C:\Users\Matt\source\repos\1803 Speeders\Class1.cs:line 190

at SHVDN.Script.DoTick()

[16:54:30] [ERROR] The exception was thrown while executing the script Speeders1803 from "C:\Program Files\Rockstar Games\Grand Theft Auto V\scripts\1803 Speeders.dll".

[16:54:30] [WARNING] Aborted script Speeders1803.

at System.Threading.Thread.AbortInternal()

at System.Threading.Thread.Abort()

at SHVDN.Script.Abort()

at SHVDN.Script.DoTick()

at SHVDN.Script.MainLoop()

GCode2k1

Members

2 hours ago, GCode2k1 said:

This script is amazing! Only issue is it stopped working after the gta update. Not sure what to make of the log but please see below. I'm open to any suggestions to get the script working again.

[16:53:59] [INFO] Found 1 script(s) in NativeUI.dll resolved to API version 2.11.6 (script assembly version: 1.9.0.0, target API version: 2.10.9).

[16:53:59] [INFO] Found 1 script(s) resolved to the deprecated API version 2.x (ScriptHookVDotNet2.dll), though the script(s) are currently running. The v2 API is deprecated and no longer actively supported. It may stop being supported in the future. You could report to the authors who developed some of the scripts that are using the deprecated API, or find alternative scripts to avoid the issue. The list of script names:

[16:53:59] [INFO] NativeUI.dll

[16:53:59] [DEBUG] Instantiating script Speeders1803 ...

[16:53:59] [INFO] Started script Speeders1803.

[16:53:59] [DEBUG] Instantiating script NativeUI.BigMessageThread ...

[16:53:59] [INFO] Started script NativeUI.BigMessageThread.

[16:54:30] [ERROR] Caught unhandled exception:

System.NullReferenceException: Object reference not set to an instance of an object.

at SHVDN.NativeMemory.FwScriptGuidPoolTask.Run()

at SHVDN.ScriptDomain.ExecuteTaskWithGameThreadTlsContext(IScriptTask task, Boolean forceResetTimeoutStopwatch)

at SHVDN.NativeMemory.GetVehicleHandles(FVector3 position, Single radius, Int32[] modelHashes)

at GTA.World.GetNearbyVehicles(Vector3 position, Single radius, Model[] models) in ScriptHookVDotNet3\GTA\World.cs:line 648

at GTA.World.GetClosestVehicle(Vector3 position, Single radius, Model[] models) in ScriptHookVDotNet3\GTA\World.cs:line 600

at Speeders1803.SpawnVehicleAt(Vector3 pos, Single heading) in C:\Users\Matt\source\repos\1803 Speeders\Class1.cs:line 224

at Speeders1803.TrySpawnTrafficAIVehicle() in C:\Users\Matt\source\repos\1803 Speeders\Class1.cs:line 215

at Speeders1803.OnTick(Object sender, EventArgs e) in C:\Users\Matt\source\repos\1803 Speeders\Class1.cs:line 190

at SHVDN.Script.DoTick()

[16:54:30] [ERROR] The exception was thrown while executing the script Speeders1803 from "C:\Program Files\Rockstar Games\Grand Theft Auto V\scripts\1803 Speeders.dll".

[16:54:30] [WARNING] Aborted script Speeders1803.

at System.Threading.Thread.AbortInternal()

at System.Threading.Thread.Abort()

at SHVDN.Script.Abort()

at SHVDN.Script.DoTick()

at SHVDN.Script.MainLoop()

Edit**** They just updated ScriptHookVDotNet-v3.7.0-nightly.106 about 2 hours ago. Fixed everything. Just clocked someone at 107 mph. 😁😎

1803 Creations

Members Author

Just now, GCode2k1 said:

Edit**** They just updated ScriptHookVDotNet-v3.7.0-nightly.106 about 2 hours ago. Fixed everything. Just clocked someone at 107 mph. 😁😎

Thanks for the update!

8 hours ago, notbot said:

I'm not sure if I installed this wrong or something but when I try to load the script by pressing enter it gives me this error:

Unhandled exception in script "speeders 1803"

Null reference exception at SHVDN.nativememory/FwScriptGuidPoolTask.run()

I tried turning the spawn notifications on but I'm not getting any, and I don't see anyone over 78 even when I'm running radar for 5+ minutes.

To install, all I did was drag and drop the new install folder contents into the scripts folder and change the .ini to this:

[Vehicles]

Models=infernus,dominator

[SpawnDistance]

MinDistance=300

MaxDistance=900

[Timing]

SpawnIntervalSeconds=5

[Notifications]

ShowSpawnNotifications = true

According to another user, Scripthookdotnet has an update that resolves the issue.

https://github.com/scripthookvdotnet/scripthookvdotnet-nightly/releases

notbot

Members

3 hours ago, 1803 Creations said:

Thanks for the update!

According to another user, Scripthookdotnet has an update that resolves the issue.

https://github.com/scripthookvdotnet/scripthookvdotnet-nightly/releases

This made the script load, but I'm still not getting any speeders over 78. I turned on the notifications so I can see they are spawning but they aren't going faster than usual.

GCode2k1

Members

2 minutes ago, notbot said:

This made the script load, but I'm still not getting any speeders over 78. I turned on the notifications so I can see they are spawning but they aren't going faster than usual.

Did you edit the .ini file for the cars you want to speed? If not, here is a link to car model names you must place in the .ini file. https://docs.fivem.net/docs/game-references/vehicle-references/vehicle-models/ .

The only other thing I would advise is to look at the map information the modder provided. The speeding happens in the certain spots on the map. The modder included this information in the description.

11 minutes ago, GCode2k1 said:

Did you edit the .ini file for the cars you want to speed? If not, here is a link to car model names you must place in the .ini file. https://docs.fivem.net/docs/game-references/vehicle-references/vehicle-models/ .

The only other thing I would advise is to look at the map information the modder provided. The speeding happens in the certain spots on the map. The modder included this information in the description.

The only other thing I forgot to mention is you must include the model name exactly as it is because that's what the game recognizes. Not the display name.

tee

Members

Do the speeders normally supposed to spawn on the train tracks on the bridge in San Chikaski Mountain because they did for me last night. As several of them that spawned, and ran right into the train and exploded. Also, the spawn point north of Fort Zancudo has an issue where they spawn on the side of the hill and can't make it the road because the barricades are in the way.

1803 Creations

Members Author

29 minutes ago, tee said:

Do the speeders normally supposed to spawn on the train tracks on the bridge in San Chikaski Mountain because they did for me last night. As several of them that spawned, and ran right into the train and exploded. Also, the spawn point north of Fort Zancudo has an issue where they spawn on the side of the hill and can't make it the road because the barricades are in the way.

I have not seen the Train Tracks issue, I will look into it.

I think I need to change the spawn point in North Chumash, Ill take a look and test, thanks.

M.Williams

Members

(edited)

On 3/19/2026 at 12:40 PM, GCode2k1 said:

Did you edit the .ini file for the cars you want to speed? If not, here is a link to car model names you must place in the .ini file. https://docs.fivem.net/docs/game-references/vehicle-references/vehicle-models/ .

The only other thing I would advise is to look at the map information the modder provided. The speeding happens in the certain spots on the map. The modder included this information in the description.

The only other thing I forgot to mention is you must include the model name exactly as it is because that's what the game recognizes. Not the display name.

it still isnt working for me either. And i have a good chunk of the cars tin that list.

Edit: It does work for me. i was dumb and I was actually not in the right spot. I hope with an update, it would be map wide at some point
Edit2: I should say, what might help is adding a notification for when you have entered the speed zone. Lore would be "San Andreas has identified these key locations where speeders are most prevelant"

Edited by M.Williams

tee

Members

hey its me again, I have the latest version of scripthookvdotnet by nightly and now this script is not loading. the logs says this

[12:23:14] [DEBUG] Instantiating script Speeders1803 ...

[12:23:14] [ERROR] Failed to instantiate script Speeders1803 because constructor threw an exception: System.MissingMethodException: Method not found: 'GTA.FeedPost GTA.UI.Notification.PostTicker(System.String, Boolean, Boolean)'.

at Speeders1803..ctor()

1803 Creations

Members Author

18 hours ago, tee said:

hey its me again, I have the latest version of scripthookvdotnet by nightly and now this script is not loading. the logs says this

[12:23:14] [DEBUG] Instantiating script Speeders1803 ...

[12:23:14] [ERROR] Failed to instantiate script Speeders1803 because constructor threw an exception: System.MissingMethodException: Method not found: 'GTA.FeedPost GTA.UI.Notification.PostTicker(System.String, Boolean, Boolean)'.

at Speeders1803..ctor()

I know that one of the recent GTAV updates caused Scripthookdotnet to fail and it needed an update.

Not sure if this happened again, I know you already said you have the latest version, I would just double check that you do.

I haven't noticed that it broke yet but I also try to avoid updating if things are running stable for me until the game forces me to update so I'm not sure if it was an update or not.

My script is still working as of now.

zero.ubi

Members

8 hours ago, 1803 Creations said:

I know that one of the recent GTAV updates caused Scripthookdotnet to fail and it needed an update.

Not sure if this happened again, I know you already said you have the latest version, I would just double check that you do.

I haven't noticed that it broke yet but I also try to avoid updating if things are running stable for me until the game forces me to update so I'm not sure if it was an update or not.

My script is still working as of now.

I am getting the same errors as the other guy. Im on the very lastest nightly build and everything else seems to be up to date

zero.ubi

Members

30 minutes ago, zero.ubi said:

I am getting the same errors as the other guy. Im on the very lastest nightly build and everything else seems to be up to date

When i revert back to ScriptHookVDotNet-v3.7.0-nightly.113 it works again but the recent versions of the nightly builds break the script

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