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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

Open-source link:

GitHub

GitHub - 1803creations/More-Speeders-on-Highways: Script...

Script that spawns speeders that can drive up to 110 MPH on the highways in GTAV - 1803creations/More-Speeders-on-Highways

Version 1.7 (Updated 7/7/26)

Spawn location changed so cars don't drive on train tracks on Union road- I set my spawn to one every second and only saw one car drive off the road after 30+ mins of testing.

Patched version included for issues with new scripthookdotnet, use patched version if your script wont load with the newest version(s) of scripthookdotnet.

Shoutout to AirbusX for help with the patched version.

INI FILE IS THE SAME FOR BOTH VERSIONS, only need to add the ini file from the download if it is a new install, if you are updating, either version uses the same .ini file and it does not need updated or renamed. Only install one version at a time, do not use both unpatched and patched versions.

The two are basically the same speeder-spawning mod, but 1803 speeders patched is the safer/newer compatibility build.

Main differences:

1803 Speeders uses GTA.UI.Notification.PostTicker(...).

1803 speeders patched replaces that with native GTA feed notification calls, which is likely to work better with newer ScriptHookVDotNet versions.

The patched version adds more safety checks before using player, vehicles, drivers, and models:checks player == null

checks vehicle.Exists()

checks model.IsVehicle

checks pedModel.IsPed

The patched version changes CruiseWithVehicle(ai.Vehicle, 25f, DrivingStyle.Normal) to CruiseWithVehicle(ai.Vehicle, 25f)

The patched project explicitly targets x64.

Spawn locations, ped list, speed range, INI path, and core gameplay are essentially the same.


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 1.7

Released

Version 1.7 (Updated 7/7/26)

Spawn location changed so cars dont drive on train tracks on Union road- I set my spawn to one every second and only saw one car drive off the road after 30+ mins of testing.

Patched version included for issues with new scripthook.

INI FILE IS THE SAME FOR BOTH VERSIONS, only need to add the ini file from the download if it is a new install, if you are updating, either version uses the same .ini file and it does not need updated or renamed. Only install one version at a time, do not use both unpatched and patched versions.

The two are basically the same speeder-spawning mod, but 1803 speeders patched is the safer/newer compatibility build.

Main differences:

1803 Speeders uses GTA.UI.Notification.PostTicker(...).

1803 speeders patched replaces that with native GTA feed notification calls, which is likely to work better with newer ScriptHookVDotNet versions.

The patched version adds more safety checks before using player, vehicles, drivers, and models:checks player == null

checks vehicle.Exists()

checks model.IsVehicle

checks pedModel.IsPed

The patched version changes CruiseWithVehicle(ai.Vehicle, 25f, DrivingStyle.Normal) to CruiseWithVehicle(ai.Vehicle, 25f), probably to match a different SHVDN API signature.

The patched project explicitly targets x64.

Spawn locations, ped list, speed range, INI path, and core gameplay are essentially the same.

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

D4WN

Members

No matter what I do, I cannot get this script to run. Not sure if I installed something incorrectly but I dragged and dropped all the files into the scripts folder just like I was directed and my scripthook is updated. Very confused

gameboyeg

Members

9 minutes ago, D4WN said:

No matter what I do, I cannot get this script to run. Not sure if I installed something incorrectly but I dragged and dropped all the files into the scripts folder just like I was directed and my scripthook is updated. Very confused

Hello, make sure you are only placing 3 files into scripts folder. Speeders.dll, speeders.ini and speeders.pdb. speeding vehicles only occur in certain locations on the map. Not every where.

Any chance of making this map wide? It is absolutely irritating that i cant get any AI going over 25-35 in the city or rural areas where I like to patrol. Side streets, 2 lane highways, neighborhoods... etc etc.

1803 Creations

Members Author

9 hours ago, OfficerCopenhagen1995 said:

Any chance of making this map wide? It is absolutely irritating that i cant get any AI going over 25-35 in the city or rural areas where I like to patrol. Side streets, 2 lane highways, neighborhoods... etc etc.

I can look into it, I will likely have to create a separate driving behavior section for city streets, I did try having some non-highway streets with the current driving behavior and cars were blowing through stop signs before being able to stop causing car crashes.

PrinceChristian

Members

Good mod but after an hour traffic disappears and the only cars on the road are the ones listed in the ini file.

1803 Creations

Members Author

11 hours ago, PrinceChristian said:

Good mod but after an hour traffic disappears and the only cars on the road are the ones listed in the ini file.

Thanks for the info, were you in legacy or enhanced? I've not seen that issue when playing in legacy.

1803 Creations

Members Author

On 1/22/2026 at 5:36 PM, dhoward said:

Is this compatible with Prowler Radar? I can't seem to get it to work.

It should be compatible with any radar system

On 5/26/2026 at 11:34 PM, D4WN said:

No matter what I do, I cannot get this script to run. Not sure if I installed something incorrectly but I dragged and dropped all the files into the scripts folder just like I was directed and my scripthook is updated. Very confused

Try the new patched version included in the new upload if you are still having issues.

  • Community Team

Hi! Is there a link to the source code? It has an open source file tag

bigroy36

Members

For the new update if we use the patched version do we need to delete the INI file that we already have? I assume we should, but when I loaded into the game with the patched version, I didn't see a new INI file created.

1803 Creations

Members Author

12 hours ago, bigroy36 said:

For the new update if we use the patched version do we need to delete the INI file that we already have? I assume we should, but when I loaded into the game with the patched version, I didn't see a new INI file created.

The ini file will be the same name for either script, "1803 speeders.ini".

Make sure you are only using one version, don't use both versions of the script files.

I just realized the ini file is missing in the download for both version, my mistake, I changed my ini file for my copy to match my add-on cars and I forgot to put the default ini in the upload for V1.7. I will add it now, you should see it in the download by the time you read this.

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