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1803 Creations

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Everything posted by 1803 Creations

  1. Do you have an example (from this site) of someone else doing that? I have never seen that while looking at other open-source projects for LSPDFR/Scripthook.net
    • 580 downloads
    • Version 1.0.0
    This is a single callout: Speed Trap. FIgure I would release this for other people to test/reinvent if they so choose. This currently has an ini file to set the radar blip speed and to choose which cars you would like the AI Cops to be. AI cops will always be highway patrol police. All files except .cs file go into the GTAV\Plugins\LSPDFR folder. Showcase: How the speed trap works: Once callout is accepted, driver needs to be close to AI Cop that is blipped for them to activate radar for the first time. There is also a ten second wait the first time to allow you to get in a good position. Once radar is activated, AI cop will clock drivers and blip any drivers over speed defined in .ini file (70 MPH default). The cop should be able to radar about three lanes. AI cop will only clock traffic in the right of way lanes of traffic. If its on the left side on the highway, it will radar the right lanes and ignore opposite lane traffic. Same goes for if sitting on right side, it will radar the left lanes and ignore the opposite lanes of traffic. You can press Y on the keyboard to deactivate/reactivate the AI cops radar. A max of two blips per 20 seconds can be blipped by the AI cop. Blips automatically disappear after about 20 seconds if player did not pull over a blipped car. Player needs to manually end the callout, this allows callout to last as long as player wants.
  2. Paint.net does not convert things with text. For example, showed it Akron Police and told it to convert all Akron names/badges to "Los Santos" Done in 5 seconds. Then copy and paste into Paint or Gimp.
  3. Grok. Super easy to ask it to make a livery from a car from google and/or change it up
    • 43 downloads
    • Version 1.2
    This is my first release of some liveries I have been working on. Heres a video of the sheriff livery in action: Two Departments: Los Santos Police (Converted from Akron PD using AI) Ford Explorer (2013 and 2020) Ford Taurus Chevy Caprice San Andreas Sheriff: Converted from Ohio Sheriff using AI Ford Explorer (2020) Ford F150 Ford Taurus Crown Victoria (2011) Dodge Charger
  4. ***This goes for any script*** If you reload your scripts, you may get double spawning, I use a clean world mod and delete everything when I reload plugins/scripts. With that being said: The only cleanup logic I have right now is : If either suspect/police or one of their cars get deleted, delete all entities of that traffic stop. In this case, the code does nothing when you steal the car because it treats it like any other normal situation (like a player driving near the scene) The only other check I have is for the spawn point and if any NON Player emergency car is close, it will not spawn. So because you are the player and you took their car, the code recognizes the car it spawned as the players car and decided the spawn point was good to respawn since it didnt have any non-player emergency vehicles near the spawn point. I could look into changing the code so points dont spawn when any emergency car is near, but there would still be the issue of player stealing car, driving away, and traffic stop car/suspect/police would need cleaned up so I will have to think about this one. But yes, your test case is correct, if the player steals the cops car during a traffic stop, that traffic stop will probably get double spawned. I will have a fix in the next version! I
  5. Yes, whichever models you define in the .ini file will be used for the script. add-on and replace both work.
  6. Gotya, Because it is only happening to the one model, it might just be an issue with the garage/building, I will continue to test to see if I see it on my end.
  7. Can you share a video of what you are describing? I think I understand but to physically see what is happening may help correct the exact issues.
  8. @GorkemRO I wanted to let you know after a view more hours of testing, I did see a couple of cars after the traffic stop have issues when driving off. Major change: Replaced DriveTo() with CruiseWithVehicle() for both civilian and police vehicles and now they drive without any issues after the traffic stop. New version is going to be released later today once I add some more locations. Thanks for you info which allowed me to know what to test/fix.
  9. Thanks for you suggestions/info. I have never heard a beep sound, sometimes a quick siren if a new traffic stop is spawned In real life, when officers do a stop on the highway, they usually walk to the passenger side window because traffic stops usually happen on the right side of the road, so the passenger side keeps officer safer than walking near the lanes of travel on the driver side (but doesn't currently flip when on left side traffic stop) Some locations may need updated, I will make note of this during next release. There are quite a few locations so it may take me some time to find the one you are referring to. I did delete two more locations after this version that were bad spawns. and 5. Driving issues should be corrected with newest version, the only driving issue is sometimes the cop/suspect will U-Turn and choose the opposite lane of traffic instead of the one in front.
  10. Correct, its best to load map editor maps while close. Maybe ill look into doing a separate scenario mod that allows you to spawn police, cars, civs, and ambient actions, kinda like map editor but hopefully it will work long range. No promises but could be a future project.
  11. I dont know if I want to make it any more complicated now that I have it working as stable. Map Editor is a good tool to use to spawn cars with emergency lights on. Checkout my Youtube video showing how to use map editor if you want!
    • 477 downloads
    • Version 1.4
    V 1.4 has been tested for hours and will likely be the final version barring any issues. .ini file remains unchanged, replace not needed for update. - Distance checks were changed. Cars now spawn when .2 (2/10) miles away, cars only delete when 2.0 (20/10) miles away. This prevents cars from respawning and deleting at the same time. This also ensures cars will only spawn if you are relatively close to the station. Quickfix 1.3 Cars were deleting once player exits them. Now cars do not delete if the player has ever entered. Sorry for all the quickfixes yall.. I think we are stable now! Quickfix 1.2: Cars were deleting if player chose to drove one and drove away from spawn point. Cars no longer delete if player drives one. V1.1 contains a Quickfix applied 2 hours after original post: Fixed an issue with stations not saving to ini file after adding them in the menu. This is a scripthookdotnetV3 Script. All files go into the GTA/scripts folder except the .cs file. The .cs file is used for open-source reference. Showcase: Twitter/X: @GTAPatrol2026 This script spawns a menu to allow you to save parking spaces (or any space on the map) as a vehicle spawn point. The main idea is to spawn cars for police stations but can technically spawn any cars at any location defined by the .ini file. The first menu: allows you to either add a new point by selecting station or view/delete current spawn points Second sub menu: Select Station name or add a new station name. Also can be configured in .ini file. Third Sub Menu: Select Car groups. Car groups and model names are configured in the .ini file Fourth Menu: Save or cancel Cars only spawn when player is within .5 mile. Any current cars in a spot will be deleted before spawning cars in this script.
  12. I can add timing in a later .ini file. Yes, most of the locations are Blaine County heavy but LSIA, Terminal, and a few other areas around LS county have some spots. I do plan to add more LS County spots in the future.
  13. The cars that spawn with this mod should have the same chances as your compulite settings. For example, if you have unregistered cars at 10% in Compulite, then about 10% of my cars spawned should be the same. When I have pulled over cars going 80+, I have noticed a mix of registration/insurance/suspended issues sometimes. Most times, it is normal (no insurance or registration issues) when I pull over the speeding cars.
    • 1,279 downloads
    • Version 1.3
    Welcome to my second callout pack! This is a Highway Patrol Based callout pack. You can obviously be other police when using this, just be aware that the police that spawn in this mod are highway patrol officers. You can change cars in the ini file including add-on. Default is policeb and Police2 so the game will run without you changing the ini file. How to install: Place the files that are not located in the open-source folder into the plugins/lspdfr folder. The open-source folder is for open source reference. V 1.3 -INI file updated. Now has the ability to turn callouts on or off. Will still show up in callout manager but callout will not launch if false in ini file. -contains two more new callouts: Racers reported and Pedestrian struck by vehicle. Each have at least two scenarios -slight adjustment to all callouts ensuring pursuits properly register in LSPDFR if a pursuit scenario is started V1.2 contains two new callouts. Suspicious vehicle and a large animal struck by vehicle. Each callout has multiple scenarios. V 1.1 contains one new callout, a speed trap callout. The other three callouts remain unchanged. --------------------------------------------------- Current / Future Callout Plans:(Blue Underline indicates in newest version) Racers reported, get ready to call backup once you spot them Suspicious/Passed out driver Speed Trap Traffic Stop Backup MVA Accident Highway Pursuit Large Animal Struck by vehicle on highway Pedestrian Struck by Vehicle Highway Patrol is recieving calls about a commercial load spilling on highway More accidents/MVA's and scenarios Traffic Control: Tow truck, road workers, powerlines, construction, Spike Strips Speed trap showcase: (Skip to 3:40 to see multiple cars get clocked and one pulled over if you wish) How the speed trap works: Once callout is accepted, driver needs to be close to AI Cop that is blipped for them to activate radar for the first time. There is also a ten second wait the first time to allow you to get in a good position. Once radar is activated, AI cop will clock drivers and blip any drivers over speed defined in .ini file (70 MPH default). The cop should be able to radar about three lanes. AI cop will only clock traffic in the right of way lanes of traffic. If its on the left side on the highway, it will radar the right lanes and ignore opposite lane traffic. Same goes for if sitting on right side, it will radar the left lanes and ignore the opposite lanes of traffic. You can press Y on the keyboard to deactivate/reactivate the AI cops radar. A max of two blips per 20 seconds can be blipped by the AI cop. Blips automatically disappear after about 20 seconds if player did not pull over a blipped car. Player needs to manually end the callout, this allows callout to last as long as player wants. V 1.0 Showcase: Version 1.0 contains three callouts. Highway Patrol requesting Traffic Stop Backup: Spawns 1 of 4 scenarios: Tow Truck assistance officer requests for you to take over traffic stop Pursuit starts when player arrives First officer writes ticket and then callout ends Serious MVA: 2-4 cars can spawn in a crash. When you arrive, control the scene, Call EMS and/or coroners. Call Tow trucks. Note: Not seen in video, added a clipboard for police to write on. Its not perfect but its about as good as its going to get for V1.0 Third callout is a sports car pursuit on the highway All 3 callouts use a location helper I created so they should spawn on highway within 2 miles of player but not too close. .ini file allows you to choose which highway patrol cars you would like to spawn with this mod. ---------------------------------------------------
  14. If you are getting notifications that vehicles are spawning, then you are at a good distance.

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