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1803 Creations

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Everything posted by 1803 Creations

  1. The units and/or traffic stops spawn automatically. 50% chance for each spawn point. The exact locations are given in the code. Paleto Bay and Paleto Forrest have a couple of spawn points on Great Ocean Hwy for easy testing/visibility.
    • 780 downloads
    • Version 1.1
    This is my first callout mod. I plan to continue to update. This is open-source. Files in the plugins\lspdfr folder go into GTAV\Plugins\spdfr folder The opensource folder is for open-source reference. Showcase:https://www.youtube.com/watch?v=Rz1IbPWFSXA V 1.1: Location chooser created. All non-traffic stop callouts will use location chooser. Traffic Stop callouts spawn in their respective zones. INI File updated, more traffic stop vehicles, Now can toggle callouts on/off Callouts: Traffic stop: BCSO, BCRP, SVPD, LSSD, SAHP, LSPD. (Future: LSIA) Pedestrian Struck by Vehicle Animal Struck by vehicle Clown Pursuit Suspicious Vehicle Checkout my other callout pack: Highway Patrol Callouts Currently in development: Park Ranger Callout Pack V1: There are two callouts, but one callout has been slightly modified differently 4 times. Callout1: Air Support is requesting a pursuit of a sports car. Clowns are on the loose! Can you catch them? Callout 2: Traffic Stop Callouts, each the with the same logic but different spawning departments. ***.INI file is used to change cars. SVPD: Spawns local police peds and cars BCRP: Another local police peds and cars BCSO: Sheriff peds and cars SAHP: Highway Patrol peds and cars Each traffic stop callout will spawn one of four scenario's. Each with a 25% chance: Scenario 1: (Work in Progress, callout works but callout doesn't end automatically) TOW Truck Scenario: Officer requesting backup for a traffic stop where the pulled over car is being towed --Currently working on a way to allow the tow truck driver to actually tow the car away, for now, it spawns the tow truck with lights on in front of car. Officer and Suspect are arguing. You can use StopThePed to call a taxi driver for the suspect and/or arrest or end the call out. Scenario 2: Officer requests for you to take over traffic stop. Run plates and ID and end call out if you decide not to arrest/tow car away. Scenario 3: Vehicle Pursuit Initiated once player arrives near scene. Scenario 4: 1st officer gets out, walks to pulled over car, writes ticket, gets back in car and callout ends automatically. Callout 3: DOES NOT WORK: Detainee Transport: The callout called Detainee Transport is currently not working. You will see it in the code and/or in a callout mod if you use one. It is currently a work in progress, hopefully plan to have this working by version 1.1. Plans for update. V1.1 will include: -More locations, more departments for traffic stop. LSPD, LSSD, LSIA and basically all of Los Santos County will be added. -Modify Tow Truck Scenario in callout so car is either towed or callout can end/clean-up automatically -Add different types of pursuits, maybe semi truck, 4-wheeleer, and/or other types -Complete Detainee Transport callout mentioned earlier -Anything the community has notes/ideas on will be taken into consideration
  2. I changed it in the new version to the sequence below, I will probably keep the traffic stop as is because I have it working and spawning correctly with the way it is setup (I've tried changing it and it seems to mess up the cleanup/ending of the stop) "Traffic Stops now last 30 seconds Cop walks to passenger side of pulled over car, writes a ticket, then walks back to patrol car Pulled over car drives away first, then cop car 2 seconds after to prevent them from almost crashing into each other when ending the stop."
  3. Thanks for your suggestions, I will take them into consideration for the next release. I do think increasing the traffic stop time is a good idea. I will see how 30 seconds looks/feels. I will also add a 2 second wait for the officer to drive off so the pulled over car can drive off first. All files except the .cs file goes into the GTA/Scripts folder. The cs file is for open-source reference.
  4. Thanks! I captured my locations manually too, I think one of them I may have messed up the heading. I will test out some of your locations, thanks!!
  5. Yes, for now. I may include a .ini file in a later release. I am focusing on trying to create a mod to allow the already AI spawned units in this mod/already spawned across the map to be called as backup Check either Paleto Bay (Great Ocean HWY in Paleto Bay and on HWY in forrest) or Senora Rd near Harmony. If you see a sitting patrol car, use a clean world mod/tool and the spot will spawn a sitting unit or traffic stop 50% chance each.
  6. Yes, the only issue with doing something like that with this mod, it would change every plate to that call sign for the model you choose. For example, if we choose to make "sheriff" car "Adam 12", every "sheriff" car will have an Adam12 license plate. For what you are referring to/ explaining, it may be easier to just change your license plate using a trainer for your spawned vehicle. This mod may work better to customize plates per department or type of traffic unit like "GANG#" for Gang units or "AP##" (airport) for LSIA units or "BL##" for Blaine County Sheriff units.
  7. Yes, you can change any car (or set of cars) to any plate that follows the GTA format (a-z, 0-9 for sure works, # for random number, * for random letter) with an 8 character limit
  8. Did you click the overview tab? Their is a video and explanation. Long story short, this mod will spawn one of two things across various points across the map: Sitting AI Patrol police. Engine running, driver in driver seat. Will act like any other normal AI unit that drives except it is sitting. It will usually join a pursuit if you drive by and are in a pursuit. **Currently working on a plugin/script to try and call these units for backup. So far, only traffic stop backup works correctly during my testing. Ambient traffic stop. Police car with emergency lights activated, police AI will get out of car, walk to passenger side, write a ticket for 10 seconds, return to car.
  9. (forgot to reply directly so sending this again) Yes, you can change vehicles (including using add-on) if you open the cs file and recompile it after changing the code. It looks like some people are requesting the ability to change without code. I will try to add a .ini file in the next version. Here is where you would change the cars in the code: // ===================================================== // VEHICLES BY ZONE // ===================================================== private readonly string[] lsiaVehicles = { "police", "police2", "police3" }; private readonly string[] blaineSheriffVehicles = { "sheriff", "sheriff2" }; private readonly string[] blaineCopVehicles = { "police", "police2", "police3" }; private readonly string[] highwayCopVehicles = { "policeb"}; private readonly string[] lsCountySheriffVehicles = { "sheriff", "sheriff2" }; private readonly string[] lspdVehicles = { "police", "police2", "police3" }; private readonly string[] senoraSVPDVehicles = { "police", "police2", "police3" }; private readonly string[] senoraSheriffVehicles = { "sheriff", "sheriff2" }; private readonly string[] senoraHighwayVehicles = { "policeb"}; private readonly string[] parkRangerVehicles = { "pranger" };
    • 317 downloads
    • Version 1.3
    The license plate changer and json files go in the GTA/Scripts folder. The .cs file is for open-source reference. See here for some of my plate textures: https://www.lcpdfr.com/downloads/gta5mods/datafile/53443-plate-textures/ Showcase: (Add-on plates mod at the beginning, my mod towards the end) This is an open-source ScripthookVdotnet script that changes the license plate format (not the design but the actual number/letters on the plate) There is an included json file to change any car to any plate. The json file is already written to show examples of how to change plates of a specific car (or set of cars) Updated 2/11/26 Version 1.3: Small update, took out leading "zeros" in numbering scheme. So "07" is now "7", "08" is now "8" etc. Updated (1/23/26) -Now includes .ini file, no more json file .ini file can now have the ability to include a range, see syntax below: (Note: The underscore " _ " is a blank space). Here is how to Spawn Sheriff and Sheriff2 cars with license Plate " S##" with the numbers being a range from 0-50: [Sheriff] Models="sheriff,"sheriff2" PlateFormat=__S{0-50} Here is how to Spawn LSPD cars with license Plate " ##" with the numbers being a range from 0-30: [LSPD] Models="police","police2","police3" PlateFormat=__{0-30} Another example, if you want sheriff to be an LS Sheriff car and plate, and sheriff2 to be a blaine county car and plate, you can do this. Here is an example below that will spawn "LS" with two numbers for LS sheriff cars and will spawn "BL" and two numbers for BL sheriff cars. I use logos on license plates (like police badges, highway patrol badges) so I have added some extra spaces at the beginning to offset the lettering for the logo. # is used for random number, * is used for random letter. Underscore is a blank space. { "Models": ["Sheriff", "LSSD2", "LSSD3", "LSSD4", "LSSD8", "LSSD5","LSSD6", "LSSD7"], "PlateFormat": "_LS##" }, { "Models": ["sheriff2", "BCSD1", "BCSD2", "BCSD3", "BCSD4", "BCSD5","BCSD6", "BCSD7"], "PlateFormat": "_BL##" }, Here is how to change the designs of plates: Modify vehshare file, here is where the plate designs are. Change designs here. GTAV\mods\update\x64\dlcpacks\patchday27ng\dlc.rpf\x64\levels\gta5\vehicles.rpf\vehshare.ytd Then locate carcols.ymt file after remembering the plate number(s) you just modified. carcols.ymt is in update.rpf/x64/data is where plate data is, so you will see the names for the plate (like plate05=police guv plate) -also change color of text here To change license plate per car: go to carvariations.meta file for car, it will be in a different place depending on if add on car or stock car then in carvarations.meta, set plate probabilities for each car. <plateProbabilities> <Probabilities> <Item> <Name>police guv plate</Name> <Value value="100"/> </Item> </Probabilities> </plateProbabilities>
  10. The two AIAmbientPolice_DefaultCars files (dll and pbd) go in the GTAV/Scripts folder. The .cs file is the open-source code that can be opened and modified in a program that can read/compile cs files if you wish to change the script. (Visual Studio is an example of a software that can do this). Here ya go: https://www.youtube.com/watch?v=IZAp9k2m1kg
  11. Yes, you can change vehicles if you open the cs file and recompile it after changing the code. It looks like some people are requesting the ability to change without code. I will try to add a .ini file in the next version. Here is where you would change the cars in the code: // ===================================================== // VEHICLES BY ZONE // ===================================================== private readonly string[] lsiaVehicles = { "police", "police2", "police3" }; private readonly string[] blaineSheriffVehicles = { "sheriff", "sheriff2" }; private readonly string[] blaineCopVehicles = { "police", "police2", "police3" }; private readonly string[] highwayCopVehicles = { "policeb"}; private readonly string[] lsCountySheriffVehicles = { "sheriff", "sheriff2" }; private readonly string[] lspdVehicles = { "police", "police2", "police3" }; private readonly string[] senoraSVPDVehicles = { "police", "police2", "police3" }; private readonly string[] senoraSheriffVehicles = { "sheriff", "sheriff2" }; private readonly string[] senoraHighwayVehicles = { "policeb"}; private readonly string[] parkRangerVehicles = { "pranger" };

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