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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

Guest

Guest

Guests

Awesome script!!! Thanks to it I can do a DUI checkpoint!!!!

FutureLeo88

Members

I would like to know if there is anyway of changing the on duty key, because every-time I am finished with a call, I have to go back on duty when I need to get another call? When I do this I hit the ALT + DELETE key and then is closes me out of the game and then freezes no fun doing this like this!!! I hope it can be solved

Sandy

Members

love it, its buggy but i love it. Gr8 work!

J T

Members

what are the thirty instances? cant wait to try this out sounds awesome

2 Days and around 1500 downloads! sheez nice! :P

SpeedyRetreat

Members

Quick question... After every instance, to delete the marker you have to go "available" again... Once you go available, another is dispatched within 20 seconds. In the descrip, it says the time varies. So, are we supposed to go available or wait for another to pop up? I really dont mind my gps littered in instances, I just want to know if another is coming my way. By the way, this is the best way to do call outs, random and diverse. You sir deserve 17 internet medals for this.

MasacruAlex

Members

The way I see it, this is basically an expansion for LCPD :D I'm downloading! Looks intriguing!

ecilop

Members

Awesome mod! I have been waiting for more callouts for ages! :)

Nortie

Members

I never post to forums, but this is more then worthy. Excellent Job !!

I wonder if this is a small preview of the next version of LCPDFR.

jackson1999

Members

good mod but i have a few things to make it better you should add a second person to the wrecks and a key to ask if there ok and already have the fire squad and paramedics on scene and fix the accident bug where the cars are far apart after impact they should be up against each other car

J T

Members

^ i hope so it really breathes a fresh air into the lcpdfr mod more variety of calls makes it a hell of alot more fun and close to the real thing then the same ol 4 calls

SIR_Sergeant

Members

Is there a reason 9/10 calls are either a robbery or armed robbery?

f18m44

Members

OK IM HAVING PROBLEMS WHEN STOPPING CARS THE RED MARKER STAYS ON IT ONLY FOR A SEC THEN GOES AWAY IT NEVER STAYS

gambino

Members

I placed someone under arrest, and apparently, I can't take him in, or get a transport. I need help.

YT.JBUDDTV

Members

great mod i can't help but comment on it again!! i haven't quiet figured out what to do for the traffic accidents yet though i breathalyze the people involved and tow the cars but other then that what else are you suppose to do i have yet to find someone to blow over a .08 even at the dui check points ive set up which are really fun to do at night near star junction. oh and the car fires i can't put them out and when i go out of service and back avalible the car is gone but the fire is still there any suggestions or is this a bug. I hope everyone is enjoying this as much as i am :) great job braveheart !

LukeD

Friends of LSPDFR

This is going to cause hell for me, Norton 360 has immediately deleted the .dll file for this mod saying it isn't safe -.-

Really wanted to use this mod and I'm pretty sure its safe considering I've seen lets plays on youtube with the mod installed.

Screw you Norton 360, screw you.

(anyone know how I can prevent it doing this without giving me the obligatory " hurr durr norton sucks get a better av")

lovkal

Members

One annoying thing is that when I respond to an unconcious person, I call for an ambulance, but the ambulance just ignores the unconcious person.

However, if a person is not linked to any of the script's missions, the ambulance will take care of him/her.

ltcpro

Members

Awesome Job with the script! A few bugs here and there but that is to be expected with a mod of this magnitude. Now i installed this mod on my laptop as well but i do not have the delete key or numberpad on my laptop. Does anyone know how to change the activation key to something else such as the 0 key? I tried editing the config file but it didnt change anything. Thanks!

xamore

Members

This is going to cause hell for me, Norton 360 has immediately deleted the .dll file for this mod saying it isn't safe -.-

Really wanted to use this mod and I'm pretty sure its safe considering I've seen lets plays on youtube with the mod installed.

Screw you Norton 360, screw you.

(anyone know how I can prevent it doing this without giving me the obligatory " hurr durr norton sucks get a better av")

You're getting the obligatory "hurr durr norton sucks" because it does. Statistically, it's not useful. Check out Avast, I can't speak on whether or not I use it due to security reasons; but check out Avast.

ROYKIRK

Members

Hello everyone, I just want to tell ya about the awesome turn of events this mod laid on me and it was great and very real!! I was dispatched to check this man with a knife.. Well I arrived and Disarmed the man with the knife so I was moving around the back of him for cuffing and he spun and pulled out a gun as I shot him. Another two guys (not sure if they were a part of the call or not) across the street started shooting

I grabbed cover by squad and called for backup. Then the other two started to move out from there cover and shooting, I returned fire, shooting them both as well... I took a long f7 went home and saved the game!

I'll tell ya it's AWESOME!!!

supergrunt

Members

hi there been playing this script lately with loads of extra fun and realism (especcialy the breathalizing option :) ) but after i changed some of my squad cars i now get the following (information taken from ScriptHookDotNet)

2012-09-01 01:19:16 - Error during Tick in script 'Policing.Policing':

System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.

at Scripting.?A0x4fcbe03a.TaskStandStill(Int32 , Int32 )

at GTA.value.Tasks.StandStill(Int32 duration)

at Policing.Policing.Resisting(Object sender, EventArgs e)

at System.EventHandler.Invoke(Object sender, EventArgs e)

at GTA.Script.TryTick()

at GTA.Script.DoTick()

at GTA.ScriptThread.OnTick()

2012-09-01 01:19:16 - Error in Thread.Abort:

System.Threading.ThreadAbortException: Thread was being aborted.

at System.Threading.Thread.AbortInternal()

at System.Threading.Thread.Abort()

at GTA.NetThread.Abort()

2012-09-01 01:29:37 - Direct3D device lost!

2012-09-01 01:29:37 - SCRIPTS TERMINATED!

and as you can guess no more breathalizing anymore :( i will try some things to see how and why this happens )

dj07

Members

Whenever I get to calls the people don't do anything usually, e.g. Officer Backup - Cop stands there etc. Also when I arrest people the cops in the game don't take them to jail.

I know this is beta, so it's fine it if thats why, but I wasn't sure if I am doing something wrong.

Otherwise this is AWESOME!!!!

unr3al

Friends of LSPDFR

Alright, after trying this out for a few days I'll give some more well informed feedback than my previous 'dude sweet, nice job' comment. lol

So I know the intent here was to make something to compliment LCPD:FR but I feel that it sort of collides with it. As a few examples:

-The resist arrest options conflict with the LCPD:FR script to the point that when I arrest someone and cuff them, they somehow turn around and punch me with the cuffs on, then stop being hostile after one punch.

-The AI police don't chase people who are breaking the laws within your script, only ones breaking the LCPD:FR laws, so chases that might be fun with backup I end up having to do solo.

-Recurring crashes, although that's to be expected with something new, so I won't really gripe about that.

-Foot chases you assist in leave the AI officer sometimes as much as a block or two behind the suspect, making them near impossible to locate.

Anyway, that's all for now. Good effort, and maybe some further tweaking can correct these problems.

TheDanishGuy

Members

can you do so you have to accept calls

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