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Law Enforcement Jurisdiction Script 0.8.0.0 - RPH 0.41+

(19 reviews)

1 Screenshot

Introduction
Hello everyone, I’m pleased and very excited to introduce the “Law Enforcement Jurisdiction Script” or L.E.J.S. for short. The script was designed and outlined as a team project between Albo1125 and myself. This script was designed in-mind to give the end-user more control over the policing powers within GTA V. By allowing most, if not all, the functionality of governing which departments have jurisdictions over what parts of Los Santos. With this script you’ll have the power on setting up which areas of patrols… what particular vehicles are in use… what particular Law Enforcement Officers are in use... are they stationed or patrolling… what time of (day or night)… and much-much more.

 

Special Thanks
Thanks EVI for being the original beta tester and bouncing future ideas off us.
Thanks c13, BroCop and Dilapidated on assisting in the second wave of beta testing.
Thank you AlexGuirre for the Zones enum-related stuff and Dilapidated once again for the HELI_MISSION native use.

 
Police Jurisdiction
Police jurisdiction refers to the legal authority for police to enforce laws and the specific geographical area in which this authority exists. Police officers generally have jurisdiction to enforce the laws of a local geographic area or the entire state in which they serve. By contrast, federal officers, such as FBI agents, carry out the enforcement of federal laws throughout the entire country.

 

Jurisdictions and Policing Possibilities
Border and Customs Enforcement.
Wildlife and Game Enforcement.
City, State and Federal Buildings Patrols.
County Roads, Freeways, Highways and Byways Patrols.
Road Construction Assistance and Enforcement.
Railroads and Train Yards Patrols.
Subways and Trolleys Patrols.
Airport Policing and Security Enforcement.
Marina, Beach and Shipyard Patrols.
Coast Guard Patrols.
Public and Private Property Security Patrol.
Or any other area of Law Enforcement and Security that you can think of.
 
Summary
L.E.J.S. allows the end-user to customize their needs within the .INI file (example below), by giving the end-user certain key variables on achieving their goals. The script will be an ongoing project (add-ons, updates, tweaking, etc…) that will give the end-user even more control over time.

 

CREDITS & LICENCE
Law Enforcement Jurisdiction Script is coded by Albo1125 (aka The Great OZ).
Cee Montana (aka Nutt) is the owner of the Law Enforcement Jurisdiction Script.

You cannot upload or redistribute the Law Enforcement Jurisdiction Script without the explicit written permission of Cee Montana (Nutt).

 
Q&A Time

Q. Is there a tutorial on getting started?
A. Yes. Please see the awesome tutorial video by Albo in the video section. Also, the first time you execute the LEJS Editor - it will automatically link you with the tutorial video. Don’t worry, it’s only a onetime measure on cutting down on some of the learning curve questions. Lastly, the Editor may require the “run anyway” elevated permissions for the first time depending on your OS.

Q. How many Jurisdictions Patrol Profiles can I create within the .INI file?
A. Creating jurisdiction profiles are limitless. That being said, I would personally suggest on keeping each jurisdiction area or zone, vehicle count under twenty-five (25). Especially if you’re using non-vanilla vehicles and a large activation boundary. In other words: You can have hundreds and hundreds of patrol spots… just keep each jurisdiction or area under twenty-five (25) vehicles if possible.

Q. Can the user create jurisdictions and patrol points all across Los Santos?
A. Yes.

Q. Can the user create sea and air support jurisdictions points?
A. Yes. If you’re creating custom air-support and/or sea-support jurisdictions… you can gather coordinates by using a simple trainer or enhanced trainer “airbrake” feature during gameplay, then saving the coordinates data via RHA console command “SaveLEJSLocationInfo MyLocationName”.          

Q. How accurate are the Jurisdictions and patrolling setups?
A. The script is very accurate to what the .INI file is setup to do (by you). The x, y, z coordinates, heading coordinates and the area of patrol size, are very important key components on giving the user as much control and accuracy on creating believable jurisdictions patrols.

Q. What is the difference between selecting a “Custom” and “Zone” jurisdiction setup?
A. Custom setups gives the user more options (control) for specific needs and accuracy… while Zone setups gives the user immediate selections (over 90 zones) on getting patrols setup quickly - without the needed coordinates data.

Q. Can I create “Custom” and “Zone” setups within the same jurisdiction?
A. Yes.     

Q. Is there a default .INI (prebuilt) contained in the download?
A. Yes. A few patrol points on getting you started.

Q. Can I use custom and/or renamed patrol vehicles?
A. Yes.

Q. Can I use civilian cars?
A. Yes. If it has wheels, wings and it floats - you can use it.

Q. Do the LEJS Officers react to crimes?
A. Yes and No. Officers will react to Michael’s, Trevor’s and Franklin’s crimes - not surrounding crimes (gangbangers, fights, etc…). We’re working on the latter part… so stay tuned for updates.

Q. The Officers that are patrolling - do they roam away from their areas of assignments?
A. No. As long as the user sets the correct “area of patrol size” and/or other boundaries within the .INI file… the patrolling Officers will stay within their jurisdiction scope.

Q. Will Officers leave their Jurisdictions during a commission of crime?
A. Yes. But we’re looking into giving the user the option on “not allowing pursuits beyond the set jurisdiction scope”.

Q. How do I get the axis x, y, z, and heading coordinates for my particular custom patrol needs?
A. LEJS has a custom console command “SaveLEJSLocationInfo MyLocationName” which allows you to easily save your location information in the required format of LEJS's INI file.

Q. Will there be a thread on sharing locations and coordinates?
A. Sure will. I figured some end-users may-not want to go through the hassle of plugging in data. So there will be a thread where users can share their Jurisdiction setups and/or patrolling spots (with photos) – so that others can decide if its fits their needs.

Q. How stable is the script?
A. No major problems to report.

Q. How can I edit the .INI file?
A. The nice and simplistic .INI Editor of course! 

Q. Key features?
A. Most of the key features can be viewed from the .INI Editor. However, I believe the master viewing mode (F3 Key by default) is quite impressive. You can verify the areas of patrols that you created (per immediate surrounding area), and modify them later based on your observation. And if you set the blip feature (per car) within the .INI file, you’ll see the vehicles in real-time (especially the vehicles that are set to patrol) doing their job within the area of scope that you set.

Q. What are the red, green and yellow blips in the master viewing mode (F3)?
A. If enabled in the .INI file (per vehicle), the master viewing mode lets the user know which vehicles are stationed (red), which ones are patrolling (green) and which ones are zoned spawned (yellow).  

Q. How do I reload the script if it stops working completely?
A.  Bring up the Rage Plugin Console. First, if necessary, unload the plugin by typing UnloadPlugin “Law Enforcement Jurisdiction Script.dll” and pressing enter. You can then reload it by typing LoadPlugin “Law Enforcement Jurisdiction Script.dll” and pressing enter.

Q. Can I easily make changes to the INI file while in game?
A. Absolutely! When you’re in master viewing mode (F3), you can reload the values from the INI file by pressing F5 (default). You will see the changes you made are immediately reflected by the master viewing mode for easy editing and perfecting your jurisdictions.

FYI: 
* Guys/Gals please make sure to use the correct coordinates when creating custom zones. Especially if it has a negative (-) in front of it. Example: if the coordinate states -34.789 then it should be -34.789.
 

Tutorial Video:

 
Other Videos:
 

 

Optional LEJS Livery Starter Pack (Los Santos Included):

Spoiler

ATPD%204_zpsaa3uheix.png~originalGTA5%202016-01-25%2001-46-58-73_zpsastavGTA5%202016-01-25%2001-46-52-18_zpsxl55vGTA5%202016-01-25%2001-45-47-36_zpsgieoc

 

What's New in Version 0.8.0.0 - RPH 0.41+

Released

0.8.0.0:
Updated for GTAV 1.0.944.2 and RPH 0.49.
Still works with RPH 0.41 and higher.
Various adjustments made to improve performance and stability on the new RPH & GTA.
Some slight changes in how the plugin is loaded/unloaded.
Fixed a problem that prevented the console command from working.

 

0.7.0.0:
-Added 'Random' to ambient events.
-Added 'Ambient Event Chance' field.

-Tweaked pursuit ambient event slightly.

 

0.6.0.0:
-Reworked the processor architecture target to x64 only.
-Removed various debugging symbols.
-Reworked the pullover ambient event.
-Fixed an issue where the suspect entities were not appearing/disappearing properly.

 

0.5.1.0:
-Fixed issues with the pursuit ambient event.
-Pullover ambient event implemented into custom jurisdiction setups. (Zoned setups won't work with pullovers.)
-Improved suspect entity cleanup.
-Fixed errors thrown when setting zoned jurisdictions to pursuit.
-If SirenActive is true, siren is now also no longer silent during pursuits.

 

0.5.0.0:
-Multiple zone names per zoned jurisdiction.
-Added 'writing' ambient action.
-Option of just spawning a parked vehicle without the need for an officer.
-Added the 'ambient event' field for both zoned & custom jurisdictions.
-Added 'Pursuit', 'Pullover' and 'None' to the ambient event options.

-Officers responding to other crimes is still WIP.
-Various code & performance optimizations.

 

-INI EDITOR 1.5.0.0:
Redone Zone Names
Added field for ambient event.
Added writing option.
Altered some of the layout behind the scenes code.


Hello Everyone,

Quite a few new features were added to the latest LEJS file, since the 0.4.0.0 version. As you can see from the change log a few versions (0.5, 0.5.1 and 0.6) were not released do to quality testing and making sure the release candidate is in good working order.  

•    The newest release contains options for selecting multiple zones at the same time, when creating patrol points… without the need for creating repeated layouts on covering particular area(s). 
•    There are two new vehicle ambient features for patrolling cars. Patrol and Pursuit for Zoned created patrols and Patrol and Pullover for Custom created patrols. Both ambient events have options for Random and Chance on allowing a more realistic approach. More vehicle ambient features coming soon…
•    New writing ambient action for law enforcement peds.

User Feedback

Recommended Comments

OfficerAleks

Members

(edited)

8 minutes ago, Albo1125 said:

11000 for your patrol area size seems a bit large. Perhaps the car is simply gone before you get to it as you'll likely always be in the patrol area.

I read the "highway patrol tips" in the "Optional materials folder" Where he recommended to have the patrol area size=11000

How large should it be approximately?

 

34 minutes ago, Kal74 said:

Is it all of your cars or just a few not showing up?

All of them.

Edited by OfficerAleks

Albo1125

Insiders

6 minutes ago, OfficerAleks said:

I read the "highway patrol tips" in the "Optional materials folder" Where he recommended to have the patrol area size=11000

How large should it be approximately?

 

All of them.

Yea, but if you're not seeing them like where you set them to spawn, that's why. 

You can enable the vehicle blip to see where they are at all times on the map. 

OfficerAleks

Members

(edited)

I'm dumb, didn't realize that the cars were patrolling. It was much easier to find them when vehicle blip was enabled:whistling: My bad.

Edited by OfficerAleks

Nutt

Members Author

On Sunday, April 10, 2016 at 6:02 PM, OfficerAleks said:

I'm dumb, didn't realize that the cars were patrolling. It was much easier to find them when vehicle blip was enabled:whistling: My bad.

Glad to hear. Yes, a large activation boundary and patrol area size will start their patrol before your get there. :)

Nutt

Members Author

Update coming soon. Some wonderful things by the great Albo...

jacklop21

Members

Looks really cool! Does it work with the current version of rage (0.40)?

 

Nutt

Members Author

5 hours ago, jacklop21 said:

Looks really cool! Does it work with the current version of rage (0.40)?

 

Yes. The current script should be compatible with the latest RagePluginHook. The new LEJS should be coming this weekend or sooner....

jacklop21

Members

5 hours ago, Nutt said:

Yes. The current script should be compatible with the latest RagePluginHook. The new LEJS should be coming this weekend or sooner....

Great, thanks!

Nutt

Members Author

(edited)

per Albo the great... 

0.7.0.0:
-Added 'Random' to ambient events.
-Added 'Ambient Event Chance' field.

-Tweaked pursuit ambient event slightly.

0.6.0.0:
-Reworked the processor architecture target to x64 only.
-Removed various debugging symbols.
-Reworked the pullover ambient event.
-Fixed an issue where the suspect entities were not appearing/disappearing properly.

0.5.1.0:
-Fixed issues with the pursuit ambient event.
-Pullover ambient event implemented into custom jurisdiction setups. (Zoned setups won't work with pullovers.)
-Improved suspect entity cleanup.
-Fixed errors thrown when setting zoned jurisdictions to pursuit.
-If SirenActive is true, siren is now also no longer silent during pursuits.

0.5.0.0
-Multiple zone names per zoned jurisdiction.
-Added 'writing' ambient action.
-Option of just spawning a parked vehicle without the need for an officer.
-Added the 'ambient event' field for both zoned & custom jurisdictions.
-Added 'Pursuit', 'Pullover' and 'None' to the ambient event options.

-Officers responding to other crimes is still WIP.
-Various code & performance optimizations.

-INI EDITOR 1.5.0.0:
Redone Zone Names
Added field for ambient event.
Added writing option.
Altered some of the layout behind the scenes code.


Hello Everyone,

Quite a few new features were added to the latest LEJS file, since the 0.4.0.0 version. As you can see from the change log a few versions (0.5, 0.5.1 and 0.6) were not released do to quality testing and making sure the release candidate is in good working order.  

•    The newest release contains options for selecting multiple zones at the same time, when creating patrol points… without the need for creating repeated layouts on covering particular area(s). 
•    There are two new vehicle ambient features for patrolling cars. Patrol and Pursuit for Zoned created patrols and Patrol and Pullover for Custom created patrols. Both ambient events have options for Random and Chance on allowing a more realistic approach. More vehicle ambient features coming soon…
•    New writing ambient action for law enforcement peds.

 

You guys will love the pullover ambient feature... looks awesome watching the officer interaction animation and what follows. Albo, nailed it here... :) Please remember, pullover only works with custom created patrol points, not zoned spawns. 

Edited by Nutt

TastyFlavour

Members

(edited)

Hi @Nutt

I get a Explore.EXE error when I try to open the ini file or the ini editor.
It says the filename is too long.

It won't let me open one of those or even place the ini & dll file in the GTA V directory.
What can I do about this?
Thanks in advance!

Naamloos.png

 

EDIT: Already fixed by renaming the folders: Law Enforcement Jurisdiction Script 0.7.0.0 - RPH 0.40+

 

Edited by ginot1994

Nutt

Members Author

28 minutes ago, ginot1994 said:

Hi @Nutt

I get a Explore.EXE error when I try to open the ini file or the ini editor.
It says the filename is too long.

It won't let me open one of those or even place the ini & dll file in the GTA V directory.
What can I do about this?
Thanks in advance!

Naamloos.png

 

EDIT: Already fixed by renaming the folders: Law Enforcement Jurisdiction Script 0.7.0.0 - RPH 0.40+

 

Glad you got the file working. But yes, a simple rename of the main folder or just dragging the contents to the proper GTA V folders will resolve this.

Nutt

Members Author

(edited)

Updated: shorten file length name.

Edited by Nutt

sincerexl

Members

not sure if im missing something but when i go to the green dots on the map there is nothing there

Nutt

Members Author

(edited)

1 hour ago, sincerexl said:

not sure if im missing something but when i go to the green dots on the map there is nothing there

What do you mean missing something?

If you’re in master-view mod (F3) the green dots represent the custom created jurisdiction patrols (patrolling), while red dots represents stationary patrols. Yellow dots represents Zone spawned created jurisdictions. 

So, master-viewing mod (F3) is only a overview of where these vehicles (green dots / red dots) are located, based on Spawn Chance and Shift Times. This also applies to Zone Spawned vehicles (yellow dots), however Zone Spawned vehicles aren't locked into custom spots as they are dynamic spawning in nature. 

Edited by Nutt

sincerexl

Members

thanks for the quick reply.. i mean when I go to the green dot i don't see a police vehicle 

Nutt

Members Author

13 minutes ago, sincerexl said:

thanks for the quick reply.. i mean when I go to the green dot i don't see a police vehicle 

You're not going to see that vehicle depending on the "spawn chance ratio" and/or "shift time" it should appear. The dot is only representative of where it should appear. If you set spawn chance for 100 and shift time 00:00 for both start and end, you should see the vehicle patrolling. If not, paste your .INI file here.

abatstra

Members

Ok, I just really got into this script and love it! Just trying to get a better understanding of how the number of units works. From my understanding and seeing a comment earlier on here, there is one unit per jurisdiction. As a beginning, I have all of mine set up by zones, with none overlapping. The blips are turned on. When I'm out driving though, I usually have multiple blips around me in the same zone, and see multiple units patrolling in the same general area at the same time. There aren't too many, and I kind of like it this way, but just trying to understand how it works. I.e.- I don't want to create separate jurisdictions all over Blaine County if I can just do a few and have multiple units spawn in each one.

abatstra

Members

3 hours ago, abatstra said:

Ok, I just really got into this script and love it! Just trying to get a better understanding of how the number of units works. From my understanding and seeing a comment earlier on here, there is one unit per jurisdiction. As a beginning, I have all of mine set up by zones, with none overlapping. The blips are turned on. When I'm out driving though, I usually have multiple blips around me in the same zone, and see multiple units patrolling in the same general area at the same time. There aren't too many, and I kind of like it this way, but just trying to understand how it works. I.e.- I don't want to create separate jurisdictions all over Blaine County if I can just do a few and have multiple units spawn in each one.

So...after spending a few more hours with this... I think I see that the units are just just re-spawning near me every time I enter a zone after leaving again, and some roads cross in and out of multiple zones several times. I think I've figured it out.

Nutt

Members Author

Just now, abatstra said:

So...after spending a few more hours with this... I think I see that the units are just just re-spawning near me every time I enter a zone after leaving again, and some roads cross in and out of multiple zones several times. I think I've figured it out.

Glad to hear. You can create (assign multiple vehicles to a zone) more than one vehicle per zone. Example below... 

[Armada Police: Patrol v1]
Zone Name=Great Chaparral
Vehicle Invincible=True
Keep Vehicle Clean=True
Vehicle Livery Number=
Shift Start Time=00:00
Shift Stop Time=00:00
Spawn Chance=25
Emergency Vehicle=chargerarmada
Ped Model 1=S_M_Y_Cop_01
Sirens Active=False
Vehicle Blip=True
Ambient Event Chance=5
Ambient Event=Pursuit

[Armada Police: Patrol v2]
Zone Name=Great Chaparral
Vehicle Invincible=True
Keep Vehicle Clean=True
Vehicle Livery Number=
Shift Start Time=00:00
Shift Stop Time=00:00
Spawn Chance=25
Emergency Vehicle=chargerarmada
Ped Model 1=S_M_Y_Cop_01
Sirens Active=False
Vehicle Blip=True
Ambient Event Chance=5
Ambient Event=Pursuit

[Armada Police: Patrol v3]
Zone Name=Great Chaparral
Vehicle Invincible=True
Keep Vehicle Clean=True
Vehicle Livery Number=
Shift Start Time=00:00
Shift Stop Time=00:00
Spawn Chance=25
Emergency Vehicle=chargerarmada
Ped Model 1=S_M_Y_Cop_01
Sirens Active=False
Vehicle Blip=True
Ambient Event Chance=5
Ambient Event=Pursuit

As long as the jurisdiction title (name) is slightly different from the last... you'll be able to add/spawn as many vehicles within a given zone. 

JonRodSleepy

Members

says the script editor has an update wont let me use it and brings me here but no update :( 

Albo1125

Insiders

6 minutes ago, JonRodSleepy said:

says the script editor has an update wont let me use it and brings me here but no update :( 

In that case, there is an update. Redownload the file and use the editor that comes with that.

JonRodSleepy

Members

1 hour ago, Albo1125 said:

In that case, there is an update. Redownload the file and use the editor that comes with that.

your right ty, i guess i was expecting lcdpfr to reflect it 

Narobic

Members

For the ambient event "pullover" the 1st ped model should be next to the window of the car being pulled over. Just to add a bit of realism

JClem

Members

I'm a tad confused... What exactly does this mod do that LSPDFR / Vanilla GTAV doesn't do already? For example, if you're in Sandy Shores and you call for backup, the Sheriffs are going to appear, not LSPD. If you're in Vinewood, LSPD is gonna show up, not the Sheriffs. It's probably just me not grasping a concept or three, but I feel the mod is just more work without really showing any significant difference whilst on patrol. Don't get me wrong, I'm not bashing the mod; it's an awesome idea. I just feel like LSPDFR kinda does it already. For those who use it, what noticeable changes does it bring to the game?

Albo1125

Insiders

8 hours ago, JClem said:

I'm a tad confused... What exactly does this mod do that LSPDFR / Vanilla GTAV doesn't do already? For example, if you're in Sandy Shores and you call for backup, the Sheriffs are going to appear, not LSPD. If you're in Vinewood, LSPD is gonna show up, not the Sheriffs. It's probably just me not grasping a concept or three, but I feel the mod is just more work without really showing any significant difference whilst on patrol. Don't get me wrong, I'm not bashing the mod; it's an awesome idea. I just feel like LSPDFR kinda does it already. For those who use it, what noticeable changes does it bring to the game?

You get to set up your own custom patrol units in certain areas, doing specific actions and patrolling a certain area.

It is not intended to be used with LSPDFR necessarily, although it can be. It's mainly for customisation purposes.

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