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Ambient AI Police, Sitting patrols and Traffic Stops 2.1

(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 2.0 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 2.1

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 2.1 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

BJ USA

Members

(edited)

Added a bunch of vectors with proper headings, these were captured by hand:

private readonly (Vector3 pos, float heading)[] blaineCountySpawns = { (new Vector3(2426.005f, 2893.755f, 39.757f), 315.682f), (new Vector3(2800.569f, 3410.840f, 55.265f), 334.474f), (new Vector3(2782.182f, 4537.769f, 45.862f), 14.626f), (new Vector3(2668.800f, 4955.232f, 44.246f), 11.227f), (new Vector3(2603.198f, 5286.061f, 44.104f), 17.229f), (new Vector3(1842.502f, 6371.044f, 40.054f), 79.999f), (new Vector3(1401.671f, 6489.430f, 19.703f), 76.983f), (new Vector3(571.797f, 6556.521f, 27.462f), 84.742f), (new Vector3(-965.713f, 5417.881f, 38.817f), 118.630f), (new Vector3(-1445.328f, 5071.627f, 61.249f), 127.512f), (new Vector3(-2231.715f, 4319.681f, 47.999f), 158.729f), (new Vector3(1913.825f, 3626.379f, 33.324f), 297.283f), (new Vector3(2311.828f, 3845.865f, 34.238f), 354.666f), (new Vector3(2722.210f, 4377.139f, 47.093f), 300.105f), (new Vector3(2071.439f, 3055.153f, 45.603f), 243.161f) };


private readonly (Vector3 pos, float heading)[] losSantosSpawns = { (new Vector3(1585.724f, -994.692f, 59.576f), 299.646f), (new Vector3(2467.166f, -156.913f, 88.435f), 334.078f), (new Vector3(2554.416f, 777.331f, 89.473f), 14.106f), (new Vector3(-3002.615f, 422.426f, 14.522f), 174.479f), (new Vector3(-2438.295f, -234.612f, 15.937f), 242.858f), (new Vector3(-454.835f, -545.044f, 25.118f), 340.849f), (new Vector3(1132.927f, -1876.680f, 30.579f), 202.668f), (new Vector3(1817.543f, 2133.373f, 54.093f), 188.367f), (new Vector3(2568.631f, 483.713f, 108.058f), 181.073f), (new Vector3(1377.448f, 688.062f, 78.825f), 140.195f), (new Vector3(-1698.002f, 867.090f, 146.550f), 330.646f), (new Vector3(-1530.274f, 1414.908f, 122.534f), 313.971f), (new Vector3(-1472.943f, 2030.788f, 64.130f), 27.114f), (new Vector3(-1363.992f, 2161.210f, 51.292f), 329.349f), (new Vector3(-1153.751f, 2641.986f, 15.755f), 133.056f), (new Vector3(-1940.944f, 657.573f, 123.814f), 152.401f) };


private readonly (Vector3 pos, float heading)[] lsiaSpawns = { (new Vector3(-871.255f, -2421.678f, 13.473f), 71.364f), (new Vector3(-1047.148f, -2715.130f, 13.209f), 240.530f), (new Vector3(-868.342f, -2633.694f, 13.490f), 328.651f), (new Vector3(-572.982f, -2211.542f, 5.464f), 139.273f), (new Vector3(-1000.008f, -2098.143f, 11.864f), 101.621f), (new Vector3(-1093.378f, -2025.239f, 12.553f), 213.849f), (new Vector3(-781.195f, -2177.081f, 15.272f), 133.228f), (new Vector3(-1081.490f, -2589.566f, 19.605f), 150.086f) };

Edited by BJ USA

1803 Creations

Members Author

(edited)

Yes, you can change vehicles if you open the cs file and recompile it after changing the code. It looks like some people are requesting the ability to change without code. I will try to add a .ini file in the next version.

Here is where you would change the cars in the code:
// =====================================================

// VEHICLES BY ZONE

// =====================================================

private readonly string[] lsiaVehicles = { "police", "police2", "police3" };

private readonly string[] blaineSheriffVehicles = { "sheriff", "sheriff2" };

private readonly string[] blaineCopVehicles = { "police", "police2", "police3" };

private readonly string[] highwayCopVehicles = { "policeb"};

private readonly string[] lsCountySheriffVehicles = { "sheriff", "sheriff2" };

private readonly string[] lspdVehicles = { "police", "police2", "police3" };

private readonly string[] senoraSVPDVehicles = { "police", "police2", "police3" };

private readonly string[] senoraSheriffVehicles = { "sheriff", "sheriff2" };

private readonly string[] senoraHighwayVehicles = { "policeb"};

private readonly string[] parkRangerVehicles = { "pranger" };

Edited by GTAPatrol2026

DIDI14321

Members

where do i place the files in my plguins folder or plugins LSPDFR folder

1803 Creations

Members Author

25 minutes ago, DIDI14321 said:

where do i place the files in my plguins folder or plugins LSPDFR folder

The two AIAmbientPolice_DefaultCars files (dll and pbd) go in the GTAV/Scripts folder. The .cs file is the open-source code that can be opened and modified in a program that can read/compile cs files if you wish to change the script. (Visual Studio is an example of a software that can do this).

12 hours ago, JM Modifications said:

Showcase vid?

Here ya go:

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

1803 Creations

Members Author

13 hours ago, jdakid17 said:

Can we use ADDON vehicles?

(forgot to reply directly so sending this again)

Yes, you can change vehicles (including using add-on) if you open the cs file and recompile it after changing the code. It looks like some people are requesting the ability to change without code. I will try to add a .ini file in the next version.

Here is where you would change the cars in the code:
// =====================================================

// VEHICLES BY ZONE

// =====================================================

private readonly string[] lsiaVehicles = { "police", "police2", "police3" };

private readonly string[] blaineSheriffVehicles = { "sheriff", "sheriff2" };

private readonly string[] blaineCopVehicles = { "police", "police2", "police3" };

private readonly string[] highwayCopVehicles = { "policeb"};

private readonly string[] lsCountySheriffVehicles = { "sheriff", "sheriff2" };

private readonly string[] lspdVehicles = { "police", "police2", "police3" };

private readonly string[] senoraSVPDVehicles = { "police", "police2", "police3" };

private readonly string[] senoraSheriffVehicles = { "sheriff", "sheriff2" };

private readonly string[] senoraHighwayVehicles = { "policeb"};

private readonly string[] parkRangerVehicles = { "pranger" };

nova2727

Members

Im Not sure what this mod does does it spawns backup units or only pulling people over

jdakid17

Members

3 hours ago, GTAPatrol2026 said:

(forgot to reply directly so sending this again)

Yes, you can change vehicles (including using add-on) if you open the cs file and recompile it after changing the code. It looks like some people are requesting the ability to change without code. I will try to add a .ini file in the next version.

Here is where you would change the cars in the code:
// =====================================================

// VEHICLES BY ZONE

// =====================================================

private readonly string[] lsiaVehicles = { "police", "police2", "police3" };

private readonly string[] blaineSheriffVehicles = { "sheriff", "sheriff2" };

private readonly string[] blaineCopVehicles = { "police", "police2", "police3" };

private readonly string[] highwayCopVehicles = { "policeb"};

private readonly string[] lsCountySheriffVehicles = { "sheriff", "sheriff2" };

private readonly string[] lspdVehicles = { "police", "police2", "police3" };

private readonly string[] senoraSVPDVehicles = { "police", "police2", "police3" };

private readonly string[] senoraSheriffVehicles = { "sheriff", "sheriff2" };

private readonly string[] senoraHighwayVehicles = { "policeb"};

private readonly string[] parkRangerVehicles = { "pranger" };

Appreciate it!

1803 Creations

Members Author

1 hour ago, nova2727 said:

Im Not sure what this mod does does it spawns backup units or only pulling people over

Did you click the overview tab? Their is a video and explanation. Long story short, this mod will spawn one of two things across various points across the map:

  1. Sitting AI Patrol police. Engine running, driver in driver seat. Will act like any other normal AI unit that drives except it is sitting. It will usually join a pursuit if you drive by and are in a pursuit.

    **Currently working on a plugin/script to try and call these units for backup. So far, only traffic stop backup works correctly during my testing.

  2. Ambient traffic stop. Police car with emergency lights activated, police AI will get out of car, walk to passenger side, write a ticket for 10 seconds, return to car.

nova2727

Members

Ok thanks for the update. This looks promising. Maybe the ai patrol cars could also pull peds over for going through red lights and speeding

impliedstone

Insiders

i put it in but i have yet to see anybody pulled over

1803 Creations

Members Author

17 hours ago, BJ USA said:

Is the only way to modify it, to adjust the code??

Yes, for now. I may include a .ini file in a later release. I am focusing on trying to create a mod to allow the already AI spawned units in this mod/already spawned across the map to be called as backup

14 hours ago, impliedstone said:

i put it in but i have yet to see anybody pulled over

Check either Paleto Bay (Great Ocean HWY in Paleto Bay and on HWY in forrest) or Senora Rd near Harmony.

If you see a sitting patrol car, use a clean world mod/tool and the spot will spawn a sitting unit or traffic stop 50% chance each.

1803 Creations

Members Author

On 1/5/2026 at 12:11 AM, BJ USA said:

Added a bunch of vectors with proper headings, these were captured by hand:

private readonly (Vector3 pos, float heading)[] blaineCountySpawns = { (new Vector3(2426.005f, 2893.755f, 39.757f), 315.682f), (new Vector3(2800.569f, 3410.840f, 55.265f), 334.474f), (new Vector3(2782.182f, 4537.769f, 45.862f), 14.626f), (new Vector3(2668.800f, 4955.232f, 44.246f), 11.227f), (new Vector3(2603.198f, 5286.061f, 44.104f), 17.229f), (new Vector3(1842.502f, 6371.044f, 40.054f), 79.999f), (new Vector3(1401.671f, 6489.430f, 19.703f), 76.983f), (new Vector3(571.797f, 6556.521f, 27.462f), 84.742f), (new Vector3(-965.713f, 5417.881f, 38.817f), 118.630f), (new Vector3(-1445.328f, 5071.627f, 61.249f), 127.512f), (new Vector3(-2231.715f, 4319.681f, 47.999f), 158.729f), (new Vector3(1913.825f, 3626.379f, 33.324f), 297.283f), (new Vector3(2311.828f, 3845.865f, 34.238f), 354.666f), (new Vector3(2722.210f, 4377.139f, 47.093f), 300.105f), (new Vector3(2071.439f, 3055.153f, 45.603f), 243.161f) };


private readonly (Vector3 pos, float heading)[] losSantosSpawns = { (new Vector3(1585.724f, -994.692f, 59.576f), 299.646f), (new Vector3(2467.166f, -156.913f, 88.435f), 334.078f), (new Vector3(2554.416f, 777.331f, 89.473f), 14.106f), (new Vector3(-3002.615f, 422.426f, 14.522f), 174.479f), (new Vector3(-2438.295f, -234.612f, 15.937f), 242.858f), (new Vector3(-454.835f, -545.044f, 25.118f), 340.849f), (new Vector3(1132.927f, -1876.680f, 30.579f), 202.668f), (new Vector3(1817.543f, 2133.373f, 54.093f), 188.367f), (new Vector3(2568.631f, 483.713f, 108.058f), 181.073f), (new Vector3(1377.448f, 688.062f, 78.825f), 140.195f), (new Vector3(-1698.002f, 867.090f, 146.550f), 330.646f), (new Vector3(-1530.274f, 1414.908f, 122.534f), 313.971f), (new Vector3(-1472.943f, 2030.788f, 64.130f), 27.114f), (new Vector3(-1363.992f, 2161.210f, 51.292f), 329.349f), (new Vector3(-1153.751f, 2641.986f, 15.755f), 133.056f), (new Vector3(-1940.944f, 657.573f, 123.814f), 152.401f) };


private readonly (Vector3 pos, float heading)[] lsiaSpawns = { (new Vector3(-871.255f, -2421.678f, 13.473f), 71.364f), (new Vector3(-1047.148f, -2715.130f, 13.209f), 240.530f), (new Vector3(-868.342f, -2633.694f, 13.490f), 328.651f), (new Vector3(-572.982f, -2211.542f, 5.464f), 139.273f), (new Vector3(-1000.008f, -2098.143f, 11.864f), 101.621f), (new Vector3(-1093.378f, -2025.239f, 12.553f), 213.849f), (new Vector3(-781.195f, -2177.081f, 15.272f), 133.228f), (new Vector3(-1081.490f, -2589.566f, 19.605f), 150.086f) };

Thanks! I captured my locations manually too, I think one of them I may have messed up the heading. I will test out some of your locations, thanks!!

impliedstone

Insiders

6 hours ago, GTAPatrol2026 said:

Yes, for now. I may include a .ini file in a later release. I am focusing on trying to create a mod to allow the already AI spawned units in this mod/already spawned across the map to be called as backup

Check either Paleto Bay (Great Ocean HWY in Paleto Bay and on HWY in forrest) or Senora Rd near Harmony.

If you see a sitting patrol car, use a clean world mod/tool and the spot will spawn a sitting unit or traffic stop 50% chance each.

so i have to spawn the traffic stop??? it does not do it by itself???

BlueLine Vibes

Members

Would love to see you continue with this mod with a config. If I could make a suggestion, if you can have the officer stay on the side of the roadway longer with the vehicle that is pulled over, it would be great. The ambient traffic stops that LSPDFR provides is decent, but 95% of them are on scene for less than 30 seconds. Or another suggestion, after the officer returns to his/her car, they can sit and wait a bit. Right now, it's almost a race to see who can pull out into traffic the fastest.

kmailk

Members

sorry but how to install?

1803 Creations

Members Author

15 hours ago, impliedstone said:

so i have to spawn the traffic stop??? it does not do it by itself???

Everything spawns automatically.

7 hours ago, BlueLine Vibes said:

Would love to see you continue with this mod with a config. If I could make a suggestion, if you can have the officer stay on the side of the roadway longer with the vehicle that is pulled over, it would be great. The ambient traffic stops that LSPDFR provides is decent, but 95% of them are on scene for less than 30 seconds. Or another suggestion, after the officer returns to his/her car, they can sit and wait a bit. Right now, it's almost a race to see who can pull out into traffic the fastest.

Thanks for your suggestions, I will take them into consideration for the next release.

I do think increasing the traffic stop time is a good idea. I will see how 30 seconds looks/feels.

I will also add a 2 second wait for the officer to drive off so the pulled over car can drive off first.

2 hours ago, kmailk said:

sorry but how to install?

All files except the .cs file goes into the GTA/Scripts folder.

The cs file is for open-source reference.

nova2727

Members

15 hours ago, BlueLine Vibes said:

Would love to see you continue with this mod with a config. If I could make a suggestion, if you can have the officer stay on the side of the roadway longer with the vehicle that is pulled over, it would be great. The ambient traffic stops that LSPDFR provides is decent, but 95% of them are on scene for less than 30 seconds. Or another suggestion, after the officer returns to his/her car, they can sit and wait a bit. Right now, it's almost a race to see who can pull out into traffic the fastest.

Or have the backup or ai cop after doing the stop have him in his patrol car with notepad doing paperwork work for while until you leave you can have him writing on notepad animation

1803 Creations

Members Author

15 minutes ago, nova2727 said:

Or have the backup or ai cop after doing the stop have him in his patrol car with notepad doing paperwork work for while until you leave you can have him writing on notepad animation

I changed it in the new version to the sequence below, I will probably keep the traffic stop as is because I have it working and spawning correctly with the way it is setup (I've tried changing it and it seems to mess up the cleanup/ending of the stop)

"Traffic Stops now last 30 seconds

Cop walks to passenger side of pulled over car, writes a ticket, then walks back to patrol car

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."

javier0911

Members

how do i spawn Traffic Stop? what the key? can you do this automatic? for example you are driving you could add blips flashing on the map

1803 Creations

Members Author

2 minutes ago, javier0911 said:

how do i spawn Traffic Stop? what the key? can you do this automatic? for example you are driving you could add blips flashing on the map

The units and/or traffic stops spawn automatically. 50% chance for each spawn point.

The exact locations are given in the code. Paleto Bay and Paleto Forrest have a couple of spawn points on Great Ocean Hwy for easy testing/visibility.

nova2727

Members

I would love to have replaced vehicles so when you add a new police car the mod would use that car

1803 Creations

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4 hours ago, nova2727 said:

I would love to have replaced vehicles so when you add a new police car the mod would use that car

Yes, you can replace police vehicles in the .ini file for this mod.

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