Skip to content
View in the app

A better way to browse. Learn more.

LCPDFR.com

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

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

ALEX 1 ADAM 20

Members

seems like after little while playing the traffic glitches out where none spawn and the fps goes down

1803 Creations

Members Author

8 minutes ago, ALEX 1 ADAM 20 said:

seems like after little while playing the traffic glitches out where none spawn and the fps goes down

I have not noticed this issue but I use the GTAResourceAdjuster script which allows me to jack up the game memory. I run my game on 8000 MB without any issues.

trevor0802

Members

is it possible to make a config for where the car pulls over on the right side of the road instead of the left side?

image.png

1803 Creations

Members Author

35 minutes ago, trevor0802 said:

is it possible to make a config for where the car pulls over on the right side of the road instead of the left side?

image.png

During my testing, I have noticed this happens sometimes, however, I believe it is due to the normal driving behavior of AI. The AI does seem to be pulling off to the right most of the time. I also use "riskier traffic stops" and pursuits and/or other scenarios still seem to work when pulling over one of the spawned speeding cars as well. I do not currently / have not tested this with mods that allow you to control/move a pulled over car but I image it will work with the cars spawned in this script.

0pheIia

Members

this caused my game to crash. Im not sure why I haven't done much investigating. Just wanna lyk :). If you'd like I can investigate more and see if I can figure out what was going on with the script when I installed it earlier.

Back12

Members

unfortunately, it makes all traffic disappear for me and puts random pedestrians in the roadway all over the place haha hope this gets fixed cause it is a mod we really all need.

zorenshep

Members

Noticed that when I am in a traffic stop, the logic seems to break and starts spawning peds in random places. Had about 10-15 pile up during the duration of the stop. Pop around a corner after it and like 4 cars spawn on top of eachother + more peds.

1803 Creations

Members Author

(edited)

8 hours ago, Back12 said:

unfortunately, it makes all traffic disappear for me and puts random pedestrians in the roadway all over the place haha hope this gets fixed cause it is a mod we really all need.

That's strange, make sure you have:

RagePluginHook (Latest)

ScripthookDotnetV2

ScripthookDotnetV3

I personally have never seen it spawn anything but a car and AI driver and my traffic deff does not disappear.

Are you using any other car spawn or traffic mods? I don't use any traffic mods, the only other car spawning I have is LSPDFR callouts and/or map builder maps.

7 hours ago, zorenshep said:

Noticed that when I am in a traffic stop, the logic seems to break and starts spawning peds in random places. Had about 10-15 pile up during the duration of the stop. Pop around a corner after it and like 4 cars spawn on top of eachother + more peds.

I have not seen that issue. I am in the process of changing the spawn to locations with correct headings so hopefully that will take care of any spawning issues. I only see cars with AI drivers spawn for me.

Check to make sure you have these:

RagePluginHook (Latest)

ScripthookDotnetV2

ScripthookDotnetV3

8 hours ago, 0pheIia said:

this caused my game to crash. Im not sure why I haven't done much investigating. Just wanna lyk :). If you'd like I can investigate more and see if I can figure out what was going on with the script when I installed it earlier.

I am sorry to hear your game has crashed.

Do you have these installed?

RagePluginHook (Latest)

ScripthookDotnetV2

ScripthookDotnetV3

Edited by GTAPatrol2026

trevor0802

Members

9 hours ago, Back12 said:

unfortunately, it makes all traffic disappear for me and puts random pedestrians in the roadway all over the place haha hope this gets fixed cause it is a mod we really all need.

I'm also having this issue aswell

1803 Creations

Members Author

15 minutes ago, trevor0802 said:

I'm also having this issue aswell

I am in the process of testing (and releasing later today) a new version that has specific spawn points for better spawning. I will also include a testing script with one location so users can test to see if there is a spawning issue with their game. I will post a video of the spawning tester script so you all can see how it is suppose to work.

LukasMarks09

Members

Hello, is it possible to make it as a plugin instead of a script?

But anyway this is a great mod, I'm gonna test it

Mason1993

Members

I love this mod, had an infernus hit 107 mph. The only issue I'm having is if I would like to arrest the ped, both the ped and the vehicle disappear. Is this something that can be fixed?

1803 Creations

Members Author

6 hours ago, Mason1993 said:

I love this mod, had an infernus hit 107 mph. The only issue I'm having is if I would like to arrest the ped, both the ped and the vehicle disappear. Is this something that can be fixed?

You are correct, I have tested and fixed this issue. Cars and peds will no longer be deleted when exiting/being arrested. Cars should now only delete when driving and 1000M away from player.

Releasing new version in a few mins.

5 hours ago, gameboyeg said:

I have tested the newest version and I have the same issue as @ryanamason2011 when I go to arrest the ped. Both the ped and vehicle disappear.

You two are correct, I have tested and fixed this issue. Cars and peds will no longer be deleted when exiting/being arrested. Cars should now only delete when driving and 1000M away from player.

Releasing new version in a few mins.

12 hours ago, LukasMarks09 said:

Hello, is it possible to make it as a plugin instead of a script?

But anyway this is a great mod, I'm gonna test it

Are there reasons you prefer Plugins over Scripts? I personally prefer scripts because they can be run at the game level with no LSPDFR running. You can also easily change and reload scripts in game (for me, I just push the insert button and all scripts re-load in about 2 seconds). Re-writing this as a plugin would require major changes, basically a rewrite top from bottom and would require days/weeks of testing This will likely stay a script unless scripts become completely unuseable/unsupported in the future.

Mason1993

Members

1 hour ago, GTAPatrol2026 said:

You are correct, I have tested and fixed this issue. Cars and peds will no longer be deleted when exiting/being arrested. Cars should now only delete when driving and 1000M away from player.

Releasing new version in a few mins.

You two are correct, I have tested and fixed this issue. Cars and peds will no longer be deleted when exiting/being arrested. Cars should now only delete when driving and 1000M away from player.

Releasing new version in a few mins.

Are there reasons you prefer Plugins over Scripts? I personally prefer scripts because they can be run at the game level with no LSPDFR running. You can also easily change and reload scripts in game (for me, I just push the insert button and all scripts re-load in about 2 seconds). Re-writing this as a plugin would require major changes, basically a rewrite top from bottom and would require days/weeks of testing This will likely stay a script unless scripts become completely unuseable/unsupported in the future.

Thank you so much for fixing it. Works great!

DarkAssassin58

Members

Are there future plans to disable the pop-up spawn notification in the INI?

Bobby Hill man

Members

So do I Put Everything But The Test Files In My Script File?

1803 Creations

Members Author

1 hour ago, DarkAssassin58 said:

Are there future plans to disable the pop-up spawn notification in the INI?

Sure, I can add that feature in a later release

52 minutes ago, Bobby Hill man said:

So do I Put Everything But The Test Files In My Script File?

All of the morespeeders files (.ini, .pdb, .dll) go into the GTA/Scripts folder. The .cs file and .txt file are for open source reference. They do not go anywhere, just code for reference if you are a developer. The test files are for testing purposes, do not run both the morespeeders and test scripts at the same time.

0pheIia

Members

On 1/16/2026 at 9:48 AM, GTAPatrol2026 said:

That's strange, make sure you have:

RagePluginHook (Latest)

ScripthookDotnetV2

ScripthookDotnetV3

I personally have never seen it spawn anything but a car and AI driver and my traffic deff does not disappear.

Are you using any other car spawn or traffic mods? I don't use any traffic mods, the only other car spawning I have is LSPDFR callouts and/or map builder maps.

I have not seen that issue. I am in the process of changing the spawn to locations with correct headings so hopefully that will take care of any spawning issues. I only see cars with AI drivers spawn for me.

Check to make sure you have these:

RagePluginHook (Latest)

ScripthookDotnetV2

ScripthookDotnetV3

I am sorry to hear your game has crashed.

Do you have these installed?

RagePluginHook (Latest)

ScripthookDotnetV2

ScripthookDotnetV3

yeah I am on the latest. I'll investigate more and see if its still happening with the newer version.

Bobby Hill man

Members

On 1/19/2026 at 3:17 PM, GTAPatrol2026 said:

Sure, I can add that feature in a later release

All of the morespeeders files (.ini, .pdb, .dll) go into the GTA/Scripts folder. The .cs file and .txt file are for open source reference. They do not go anywhere, just code for reference if you are a developer. The test files are for testing purposes, do not run both the morespeeders and test scripts at the same time.

Thank You

dhoward

Members

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

Create an account or sign in to comment

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.