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Braveheart's Policing Script 2.4.2

(140 reviews)

1 Screenshot

You do not have my permission to distribute this elsewhere; it is only going to be available on LCPDFR.com.

I trust everyone will adhere to this basic right to control how my work is distributed.

Note: When you accept a call the incident will spawn and begin at the same time, meaning response times are critical. You may arrive on scene to someone stood in the road appearing to be doing nothing, when they may have in fact just killed someone moments before. Or the other person or persons involved may have already ran away or could be hiding near-by. Have a good look around the area in these instances and see what you can find out. Furthermore, each call has several different possibilities in regard to suspect behaviour.

New showcase video thanks to Visible25 aka stealthman46:

http://www.youtube.com/watch?v=vTtlYqLaUKQ%5B/media%5D"]http://www.youtube.com/watch?v=vTtlYqLaUKQ

A little about this mod

This is a script mod which is intended to enhance the policing experience had from LCPD:FR. It does this by giving you many useful tools such as ordering people out of a vehicle to asking them to get back in and drive away to ordering people out of an area and breathalysing people (in a vehicle or on foot).

The script also creates several random incidents around the city for you to police. With over thirty unique incidents there's plenty to keep your shifts busy. The script is intended for realistic roleplay, the new version does however include GPS routes for most calls. The interval between calls is random which means sometimes you'll be inundated and other times there won't be much going on.

The script has a resist arrest option the purpose of which is to make effecting an arrest more challenging (and realistic). This means when you aim at a person (with a firearm, taser or baton) or use the E arrest (baton/firearm/taser) the resist arrest option will be triggered and the subject, based on several different factors (such as what you're doing, what they're doing, what you both have and health and the situation you're in) will either decide to comply with your orders, resist you or flee from you. If a person is armed, simply aiming at them with a firearm will result in a random chance they'll drop their weapon to the ground and raise their hands.

2.0 beta updates:

-The script was re-written from scratch, credits go to forum member Jorge for assisting me with the script's layout.

-The new version includes a multi-player option which should make multi-player significantly more stable than the previous version.

-The resist arrest option has been toned down to a more tolerable level, it will also work in multi-player.

-You can now decided to accept or decline an incoming call.

-Calls have all been re-written from scratch so there are less of them at this time, but they should be more stable.

-Everything about the script is randomised for greater re-playability.

-You should hear a noise when a call comes through (sometimes it will play a police radio message) and they will remain on screen until either: You accept or decline the call or they code 4.

New calls shall be added in due course.

With this script mod I aim to bring you that much closer to real life policing.

Features

Roads Policing features

  • Stop vehicles (other vehicles will not attempt to overtake)
  • Wave single stopped vehicles on or allow all stopped vehicles to move
  • Breathalyser with either a UK or US setting (if someone's over the limit, there's a chance they'll try to flee)
  • Order a person to step out of their vehicle (there's a chance they'll refuse, try to drive off or try to run away)
  • Order a person to return to their vehicle and resume their journey

General Policing features

  • Order a person to leave the area (there's a chance they'll refuse, use this for disturbance related calls (drunkards, causing annoyance etc))
  • Breathalyse on foot
  • Resist Arrest (Note with this on if you're in a melee fight with a person there's a chance their health will be restored - this is intentional and NOT a bug. It'd be a very very rare occurance if someone was to be beaten to death in real-life)
  • Extra incidents
  • Attempt to throw a person to the ground

I would also like to invite those who enjoy my (hard!) work the opportunity to support me via donation by clicking here (I only offer this as I've had some very generous individuals approach me and offer a donation, I had no means of accepting such an offering until now).

KNOWN ISSUES

Please ensure you read over these before submitting any bugs to me.

-The ambulance assistance has been removed due to instability, however there exists a chance the script may spawn an ambulance to respond to injured persons. If this occurs, the script may crash.

-You cannot LCPD:FR pull-over cars spawned by the script.

-Calls showing as code 4 is not a bug, this occurs when your game cannot - for one reason or another - spawn the incident (perhaps too much going on on-screen, try again in a quieter area)

-The Shoplifting incident has not yet been implemented.

The old showcase videos follow:

What's New in Version 2.4.2

Released

  • --2.4.2
  • Fixed issues with numerous armed individuals call. These calls are now a lot more perilous - especially when running hardcore mode. You'll see what I mean when you take one!
  • --2.4.1
  • Fixed breathalyser freezing peds bug
  • --2.4
  • Added new calls
  • Improved all calls spontaneity (some became a little predictive)
  • Improved breathalyser and fixed crashes
  • Moved and improved a lot of on-screen text
  • Changed how locations are generated
  • Improved follow me command (ALT+H)
  • --2.3
  • Fixed locations not showing up for calls
  • --2.2
  • Made adjustments to various areas of the script
  • Fixed Alt+F ordering out of a vehicle (was crashing a lot before, you now must aim at the person you wish to order out. Avoid aiming at them from the front of you'll freak them out.)
  • Should have fixed breathalyser related crashes too
  • --2.1
  • Various minor tweaks and improvements
  • Made text stay on screen for longer
  • New call added
  • --2.0
  • -Re-written from scratch the script and all calls
  • -More stable in multi- and single player
  • -Resist arrest improved
  • -New structure to calls
  • --1.1
  • -New command to order a suspect to follow you (for a limited amount of time)
  • -Attempted to make Multi-player more stable
  • -Tweaked resist arrest quite a bit
  • -Fixed markers remaining from RTA's
  • -Changed the way calls are generated (you should notice an improved variety)
  • -Few other bug fixes

User Feedback

Recommended Comments

seriGR

Members

I"ll try the next version because of the bugs

Eclipse1980

Members

Not for nothing, but in the second video above, the first 2 minutes are spend installing and explaining it..

Yeah :) Yeah i was just stupid its very easy to install...But to my defence i have to say i had very bad hangover when i was installing this. :) This is Very good script THX for this one

Taxi

Members

i love you constable :D

great great mod

Powler

Members

hey braveheart just wondering if i need to report glitches and thing shall i private message you or creat a forum? but i love this mod 100% amazing

Mr_Puncho

Members

This is awsome. Great job. However I'll wait until the next version to download it.

Stocker

Members

sign this guy up to make LCPDFR!

Original Light

Friends of LSPDFR

They should really put you on the development team, that way they can merge this with LCPDFR, instead of this running on the side of it.

deliberent

Members

WOOOO a new set of calls. Thankyou!

EscobarJP

Members

How do you complete these calls? For example; I've responded to traffic accidents and suspicious vehicles and I've cleared the scene, yet the icons stay over the vehicles. The only solution I've found is to make myself unavailable for calls.

ROYKIRK

Members

Can I please have permission to down load it and help test it?

OfficerBaboso

Members

Am I just too stupid or... don't know... When I press available for calls nothing happens... Only thing that appears to work is resisting arrests and suspects who surrender... Which always sets my voice to the hispanic cop...

0taku

Friends of LSPDFR

... Which always sets my voice to the hispanic cop...

the voice thing is happing to me too. I've muted the player via SNT and I still get the hispanic cop

YT.JBUDDTV

Members

this mod is amazing!! has anyone have problems about this script crashing the game?

QuincyC

Members

DUI Check point time :D

JIverson

Members

Really good work! Its amazing stable and very useful for LCPDFR. Again very good work!! Many thanks

Sgt.Kanyo

Members

Very nice addition to LCPDFR, I haven't really played it, but I already love it. However when I respond to an injured person, what do I do?

If I revive him/her, he/she'll die and the mission is still there, or if I revive him/her succesfully he/she thanks me, but the mission is still there. And if I call a paramedic, lcpdfr usually says it's unavailable at this time, but even if I do manage to call for a paramedic, they'll fail to arrive on scene. Any idea how could I handle this?

Original Light

Friends of LSPDFR

@Sgt.Kanyo: Once you revive them successfully, and only if you do, press ALT + Delete, and it will delete the mission markers.

Original Light

Friends of LSPDFR

@Sgt:Kanyo: If you revive them successfully, or if you fail, press ALT + Delete, and it will delete the mission markers.

Nutt

Members

Braveheart, in your next update can you increase the chances of general crimes when you're stationed (not patrolling) within the immediate area, such as solicitation (prostitution), road rage, or any other criminal events that can create a greater sense of undercover/vice missions?

BrianDeluxe

Members

I tested it out. It's an amazing mod but I found two errors. When your in a police car and press Alt+Del and wait for a call, the little gadget will be where you are. In other words, when I'm sitting in my car and press Alt+Del, I get a stolen vehicle for example. It will say the stolen vehicle is the police car I'm driving. If I'm out of the car, it will say the stolen vehicle is for example, in Bohan when I'm in Algonquin. The second error is when you respond to the scene. For example, if I save a victim that has passed out and I conduct CPR and bring him back to life, it still says that I need to save him. Please fix these erros, and the script will be 100% amazing!

XxDanny92xX

Members

Love this script! It really adds a lot more variety and features to LCPDFR. One problem I had earlier, I received an Arson callout, arrived on scene and quickly arrested the person; however, when I call for the FDLC they arrive but don't recognise that there is a fire so just drive off and when I put it out myself the marker stays there even after the fire is gone?

tacobell432

Members

One bug that i get is when i go to a car accident scene victims are standing in the middle of the road with no car. Also when I try and arrest someone they usually just get back up and leave. Other than that amazing mod.

Sgt.Kanyo

Members

Whenever there's some1 with a supposedly wrecked car or a car on fire, the car is usually intact, there are no visible damages on the car. Sometimes the engine is emitting smoke, but that's pretty much it.

Also the markers never get erased for me, and also after I complete an assignment I always have to be unavailable and then available so I get new missions.

Another thing is, I never managed to order the suspect to get out of the car, not even at gunpoint (doesn't matter if he sees it or not).

Also sometimes even though I wave a car to stop, he fails to stop, and starts to overtake slowly.

If you could fix these bugs, it'd be awesome, especially the get out of car at gunpoint one, I'd really like to do that :D

Bearishhh

Members

Great script. Gives a lot more pleasure to the already great lcpdfr mod. Love the variance of calls in V1.1.

Just 2 things that 'bother' me:

- Alarmed ambulances drive by incindents all the time.

- Often suspects keep hands up while being cuffed and after the've been cuffed

But love it, great job!

Daemon_Maverick

Members

Nice script man, I love it! One bug that I have found: 50% of the calls I get spawn in a weird location that I cannot get to. For example sometimes they spawn on top of a building and I cannot reach them.

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