Overview

Policer Advanced is a next-generation policing overhaul for LSPDFR, built to replace the legacy ecosystem of plugins like Traffic Policer, Arrest Manager, LSPDFR+, Police Smart Radio and many more with a single unified, modular framework.

This project has been engineered from the ground up for performance, extensibility, and deep simulation realism while maintaining full stability with the latest GTA V and LSPDFR releases. Every feature integrates seamlessly with the others through a shared persona and flag detection system.

Designed for both casual patrols and serious roleplay, Policer Advanced brings together the systems officers actually use — dialog, citations, ANPR, reports, courts, and even roadside management — into one coherent experience.

Developer Background

My name is Sparky — one of the original generation of LSPDFR players. Back in the early days, I spent countless hours patrolling Los Santos using Albo1125’s legendary suite of mods: Traffic Policer, LSPDFR+, Arrest Manager, and Police Smart Radio. These plugins defined what realistic policing could feel like in GTA V.

When Albo eventually retired and his mods stopped receiving updates, the LSPDFR community lost a major part of its foundation. I stepped away from LSPDFR for about three years and turned my focus toward game development — learning C++ and C# in depth, building engines, and studying advanced AI and UI systems.

After returning to LSPDFR, I realised that no one had taken up the task of reviving Albo’s work. I reached out to Albo personally, received his full blessing, and officially continued his legacy by rebuilding and modernising his plugins. This led to the release of the 2025 Editions of LSPDFR+, Traffic Policer, Arrest Manager, and Police Smart Radio.

These updates brought thousands of original players back to the LSPDFR scene, restoring the immersive gameplay that made the old mod lineup legendary. However, because the original code was open source under GPL, I decided not to add entirely new systems into the 2025 editions — doing so would have required a complete rewrite of their foundations.

That decision led directly to the birth of LSPDFR Policer Advanced — a new, unified plugin built completely from the ground up. Today, even in its Work In Progress state, Policer Advanced is enjoyed by thousands of officers and has become one of the most ambitious community policing projects ever made for LSPDFR.

Project Goals

Support & Updates

Official Discord: https://discord.gg/3E5JyujUXw

Get updates, report bugs, share showcases, and access early WIP builds.

Installation & Setup

Policer Advanced uses a simple drag-and-drop installation structure. Follow these steps carefully to ensure compatibility:

Step-by-Step

  1. Download the latest release ZIP from the official LCPDFR page or Discord.
  2. Open the archive and locate the Grand Theft Auto V folder.
  3. Drag & drop all contents directly into your GTA V root directory.
  4. Confirm that the following folder is created:
    Plugins/LSPDFR/PolicerAdvanced/
  5. Launch GTA V via RAGE Plugin Hook and go on duty in LSPDFR.

Important Key Conflict Setup

Disable LSPDFR’s default traffic stop interaction keys to prevent conflicts:

		Open: Grand Theft Auto V\lspdfr\keys.ini

		TRAFFICSTOP_INTERACT_Key=None
		TRAFFICSTOP_INTERACT_ModifierKey=None
		TRAFFICSTOP_INTERACT_ControllerKey=None
		TRAFFICSTOP_INTERACT_ControllerModifierKey=None
      

This ensures Policer Advanced’s improved interaction prompt and menu system take control cleanly.

K9 Model

If you wish to use the K9 model seen in previews, download the German Shepherd / Malinois K9 Dog model available on LSPDFR.com.

Compatibility Warnings

DO NOT USE Stop The Ped (STP), Policing Redefined (PR) with Policer Advanced. It will conflict with custom stop and ped management logic.

Requirements

Recommended Setup

Optional Addons

Traffic Stops

Coming soon...

Dialog System

Coming soon...

Citation System

Coming soon...

Court System

Coming soon...

On-Foot Interaction

Coming soon...

Felony Stop System

Coming soon...

Partner & K9 System

Coming soon...

Vehicle Seizure

Coming soon...

Policer Advanced API

Coming soon...

Controls & Access

Coming soon...

Known Issues

Coming soon...

US_Offenses.xml

US_Offenses.xml defines all chargeable traffic, misdemeanor, and felony offenses when UseUKLaw=False in your Policer Advanced configuration. Each entry is used in the Citation and Arrest systems and links directly to the Court verdict logic through the <VerdictClass> tag.

XML Structure

	<Offenses>
		<Offense>
			<Name>Driving Without a License</Name>
			<Fine>300</Fine>
			<Category>Traffic</Category>
			<VerdictClass>T</VerdictClass>
		</Offense>
	</Offenses>
		

Each <Offense> block defines a unique charge. The <Category> and <VerdictClass> fields determine how the Court system will process the case outcome. Fine amounts are displayed on citations and stored in courtcases.xml when a summons is issued.

Tag Reference

  • <Name> – The readable name shown on citations and court cases.
  • <Fine> – Default fine amount in USD.
  • <Category> – Defines the offense level. Accepted values:
    • Traffic – Minor infractions like speeding or running a red light.
    • Misdemeanor – Moderate crimes (public intoxication, resisting stop, etc.).
    • Felony – Serious crimes (stolen vehicles, assault, robbery, etc.).
  • <VerdictClass> – Defines how the court verdict is generated. Mapped in CourtManager as follows:
    • T – Traffic offense (fine only).
    • C – Misdemeanor-C (probation or fine).
    • B – Misdemeanor-B (short jail or probation).
    • A – Felony-A (moderate jail term).
    • E – Felony-E (long-term imprisonment).

Example Entries

	<Offense>
		<Name>Driving Without Insurance</Name>
		<Fine>500</Fine>
		<Category>Traffic</Category>
		<VerdictClass>T</VerdictClass>
	</Offense>

	<Offense>
		<Name>Resisting Stop / Fleeing on Foot</Name>
		<Fine>400</Fine>
		<Category>Misdemeanor</Category>
		<VerdictClass>B</VerdictClass>
	</Offense>

	<Offense>
		<Name>Assaulting a Police Officer</Name>
		<Fine>1500</Fine>
		<Category>Felony</Category>
		<VerdictClass>E</VerdictClass>
	</Offense>
		

Integration Notes

  • When a player issues a citation or arrest report, the selected offense data is loaded from this file.
  • The VerdictClass is passed to CourtManager.UpdateVerdicts() to determine sentence type and length.
  • All fines are stored to courtcases.xml when a court summons is triggered.
  • Editing fines or categories here immediately affects in-game citation options and verdict outcomes.

UK_Offenses.xml

UK_Offenses.xml defines all chargeable Summary, Either-Way, and Indictable offenses used when UseUKLaw=True in your Policer Advanced configuration. Each entry contains fine, penalty point, and verdict class data used across the Citation and Court systems.

XML Structure

	<Offenses>
		<Offense>
			<Name>Driving Without Insurance</Name>
			<Fine>500</Fine>
			<PenaltyPoints>6</PenaltyPoints>
			<Category>Traffic</Category>
			<VerdictClass>EW</VerdictClass>
		</Offense>
	</Offenses>
		

Each <Offense> node defines an individual chargeable offense. The <VerdictClass> maps to the UK-specific logic inside CourtManager.UpdateVerdicts(), which determines sentencing type, fine, probation, or imprisonment outcome depending on the offense class.

Tag Reference

  • <Name> – The offense name shown in citation and court interfaces.
  • <Fine> – Default fine value in GBP (£). The court may modify this during verdict generation.
  • <PenaltyPoints> – Points added to the driver’s license if found guilty.
    • If a player’s total penalty points reach 12 or more, a driving ban is issued automatically.
  • <Category> – Defines the type of offense.
    • Traffic – Standard motoring or road safety violations.
    • Misdemeanor – Non-traffic criminal behavior (minor assault, disorder, etc.).
    • Felony – Serious indictable crimes (violent offenses, drug trafficking, etc.).
  • <VerdictClass> – Determines the type of court proceeding and possible outcomes:
    • SUMSummary Offense – Typically handled by Magistrates’ Court. Fine or probation only.
    • EWEither-Way Offense – Can result in fine, probation, or imprisonment depending on severity.
    • INDIndictable Offense – Tried in Crown Court. Almost always results in jail or long probation.

Example Entries

	<Offense>
		<Name>Speeding 20+ MPH Over Limit</Name>
		<Fine>300</Fine>
		<PenaltyPoints>3</PenaltyPoints>
		<Category>Traffic</Category>
		<VerdictClass>SUM</VerdictClass>
	</Offense>

	<Offense>
		<Name>Driving Without Insurance</Name>
		<Fine>500</Fine>
		<PenaltyPoints>6</PenaltyPoints>
		<Category>Traffic</Category>
		<VerdictClass>EW</VerdictClass>
	</Offense>

	<Offense>
		<Name>Dangerous Driving</Name>
		<Fine>900</Fine>
		<PenaltyPoints>9</PenaltyPoints>
		<Category>Traffic</Category>
		<VerdictClass>IND</VerdictClass>
	</Offense>
		

Integration Notes

  • The <VerdictClass> value defines sentencing logic used in CourtManager.UpdateVerdicts().
  • <PenaltyPoints> are accumulated per offender across multiple citations or cases.
  • When penalty points ≥ 12, Driving Ban is automatically assigned and displayed in the verdict text.
  • Offenses in this file are referenced by the Citation UI, Court System, and Persona Flag logic.
  • Changing fines or verdict classes here updates in-game outcomes instantly upon plugin reload.

ContrabandItems.xml

ContrabandItems.xml defines the pool of physical items that may be discovered on suspects during ID checks or searches. The file works in conjunction with ContrabandInjector and ContrabandItemsLoader to assign random items based on a suspect’s observed symptoms (odor, jittery movement, slurred speech, etc.).

XML Structure

	<ContrabandItems>
		<Category type="Narcotics">
			<Item>Bag of white powder</Item>
			<Item>Small vial of liquid</Item>
		</Category>
	</ContrabandItems>
		

Each <Category> represents one of the LSPDFR ContrabandType groups. The plugin chooses a random <Item> entry from the matching type whenever contraband is injected. If the file is missing or a category is empty, default items are automatically used.

Supported Categories

  • Contraband – Stolen or illegal property (e.g. counterfeit money, stolen jewelry).
  • Weapon – Unlawful weapons or sharp objects.
  • Narcotics – Drugs or related paraphernalia (e.g. pills, vials, needles).
  • Identification – Forged or stolen IDs and documents.
  • Misc – Alcohol containers, tools, or other suspicious small items.

Example Configuration

	<ContrabandItems>
		<Category type="Contraband">
			<Item>Stolen jewelry</Item>
			<Item>Suspicious package</Item>
			<Item>Counterfeit money</Item>
		</Category>

		<Category type="Weapon">
			<Item>Unlicensed handgun</Item>
			<Item>Switchblade</Item>
			<Item>Homemade shiv</Item>
		</Category>

		<Category type="Narcotics">
			<Item>Crushed pills in a napkin</Item>
			<Item>Bag of white powder</Item>
			<Item>Small vial of liquid</Item>
			<Item>Burnt marijuana joint</Item>
			<Item>Needle and rubber tie</Item>
		</Category>
	</ContrabandItems>
		

Integration Notes

  • The system reads this file on plugin startup via ContrabandItemsLoader.Load().
  • Each <Category type="..."> must use a valid ContrabandType name. Invalid or missing types are ignored.
  • If the file or any category is missing, GetDefaultItems() in ContrabandItemsLoader supplies fallback entries.
  • ContrabandInjector.Contraband(ped) is called when an officer checks ID and symptoms are present.
  • Symptom-based mapping:
    • Odor of Alcohol / Slurred Speech → Misc items
    • Jittery, Bloodshot Eyes, Sweating, Delayed Responses → Narcotics items
  • Injected items appear in the ped’s LSPDFR contraband list and can be found during a search.
  • You may freely add or remove <Item> lines for each category to expand variety.

loadouts.xml

loadouts.xml defines preset weapon and armor configurations applied to the player through LoadoutManager.ApplyLoadout(). Each loadout specifies its name, optional stun weapon, armor value, and one or more weapons with configurable random spawn chances.

XML Structure

	<Loadouts>
		<Loadout>
			<Name>Patrol</Name>
			<ScriptName>patrol</ScriptName>
			<Weapon chance="45">WEAPON_COMBATPISTOL</Weapon>
			<Weapon chance="10">
				<Model>WEAPON_PUMPSHOTGUN</Model>
				<Component>COMPONENT_AT_AR_FLSH</Component>
			</Weapon>
			<StunWeapon>WEAPON_STUNGUN</StunWeapon>
			<Armor>50</Armor>
		</Loadout>
	</Loadouts>
		

Each <Loadout> defines a single named preset. The <Weapon> elements can include a simple string model name or an expanded definition block containing a <Model> and one or more <Component> entries (attachments).

Tag Reference

  • <Name> – Display name of the loadout shown in notifications or menus.
  • <ScriptName> – Internal identifier for scripting or dispatch logic.
  • <Weapon> – Defines a weapon entry. May use:
    • <Weapon chance="n">WEAPON_COMBATPISTOL</Weapon> – Simple form (no attachments).
    • <Weapon chance="n"><Model>...</Model> ... </Weapon> – Full form with attachments.
  • chance attribute – Integer (0–100) representing random spawn probability for that weapon.
  • <Component> – Optional weapon attachments (e.g. flashlights, scopes, grips).
  • <StunWeapon> – Optional stun gun model name (usually WEAPON_STUNGUN).
  • <Armor> – Player armor value applied when the loadout is selected.

Example Configurations

	<Loadouts>
		<Loadout>
			<Name>Patrol</Name>
			<ScriptName>patrol</ScriptName>
			<Weapon chance="45">WEAPON_COMBATPISTOL</Weapon>
			<Weapon chance="10">WEAPON_PUMPSHOTGUN</Weapon>
			<StunWeapon>WEAPON_STUNGUN</StunWeapon>
			<Armor>50</Armor>
		</Loadout>

		<Loadout>
			<Name>SWAT</Name>
			<ScriptName>swat</ScriptName>
			<Weapon chance="70">
				<Model>WEAPON_CARBINERIFLE</Model>
				<Component>COMPONENT_AT_AR_FLSH</Component>
				<Component>COMPONENT_AT_AR_AFGRIP</Component>
				<Component>COMPONENT_AT_SCOPE_MEDIUM</Component>
			</Weapon>
			<Weapon chance="15">WEAPON_PUMPSHOTGUN</Weapon>
			<Weapon chance="15">WEAPON_COMBATPISTOL</Weapon>
			<StunWeapon>WEAPON_STUNGUN</StunWeapon>
			<Armor>100</Armor>
		</Loadout>
	</Loadouts>
		

Integration Notes

  • Loadouts are read by LoadoutLoader.Load() during plugin startup and stored as LoadoutData objects.
  • Loadouts can be applied using LoadoutManager.ApplyLoadout(data).
  • All existing weapons are cleared before a new loadout is applied.
  • Each weapon entry is rolled independently using its chance percentage.
  • Weapon models and component names must match valid GTA V weapon hash keys.
  • Stun weapon is always added if defined, regardless of RNG.
  • Armor values range from 0–100.
  • Errors or invalid entries are logged to the Policer Advanced log file.

GeneralDialog.xml

GeneralDialog.xml defines the base conversation pool used by the Dialog System during traffic stops and on-foot interactions. Each <Question> contains a line spoken by the officer, and a set of possible <Response> lines the suspect may give. These questions appear in white text within the in-game dialog menu and are independent of symptoms or conditions.

XML Structure

	<Dialog>
		<Question>
			<Text>Why were you speeding?</Text>
			<Responses>
				<Response>I'm sorry, I was just trying to get home quickly.</Response>
				<Response>I didn’t notice my speed, officer.</Response>
				<Response>Because flying wasn’t an option.</Response>
			</Responses>
		</Question>
	</Dialog>
		

The <Dialog> root contains any number of <Question> blocks. Each question defines one prompt the officer can ask, and its associated responses. At runtime, the system randomly selects one question from the loaded pool and one matching response.

Tag Reference

  • <Question> – A single conversational prompt displayed in the dialog menu.
  • <Text> – The text of the officer’s question.
  • <Responses> – Container for possible suspect answers.
  • <Response> – A single suspect reply line. The system chooses one at random when the player interacts.
  • Comments – You can include comment tags (<!-- ... -->) to mark tone or intent (e.g. Nice, Sarcastic).

Example Entries

	<Question>
		<Text>Do you know why I pulled you over?</Text>
		<Responses>
			<Response>I think I was driving a bit too fast.</Response>
			<Response>No idea, officer.</Response>
			<Response>Because you were bored?</Response>
		</Responses>
	</Question>

	<Question>
		<Text>Where are you heading tonight?</Text>
		<Responses>
			<Response>Just heading home, sir.</Response>
			<Response>Out for a drive, nowhere special.</Response>
			<Response>To the moon if you stop asking questions.</Response>
		</Responses>
	</Question>
		

Integration Notes

  • The file is loaded on-duty by DialogLoader.Load() and stored internally by DialogManager.
  • Lines are displayed via the Dialog Menu (white text = general dialog).
  • New <Question> blocks can be freely added — the system automatically includes them in the random pool.
  • Each question is independent; there are no restrictions on text length or tone.
  • All responses are randomised per question to provide natural conversation variety.

SymptomDialog.xml

SymptomDialog.xml defines all conditional conversation lines used when a suspect exhibits one or more physical or behavioural symptoms detected by the SymptomDetector system. These lines appear in red text in the dialog menu to distinguish them from general conversation options.

XML Structure

	<Dialog>
		<Question>
			<Symptom key="OdorOfAlcohol">
				<Text>I can smell alcohol coming from your breath.</Text>
				<Responses>
					<Response>Yeah... I had a few drinks earlier.</Response>
					<Response>That’s not alcohol, it’s mouthwash.</Response>
				</Responses>
			</Symptom>
		</Question>
	</Dialog>
		

Each <Question> block can contain one or more <Symptom> nodes. The key attribute must match a known symptom ID defined in PedSymptomData. If the suspect exhibits that symptom, the corresponding lines will be available in the dialog menu.

Tag Reference

  • <Question> – Container for one or more <Symptom> entries.
  • <Symptom key="..."> – Defines a symptom trigger group.
    • Each key maps to a symptom field in PedSymptomData.
    • When true, the question/response pair becomes selectable.
  • <Text> – The line spoken by the officer when the symptom is detected.
  • <Responses> – Contains possible suspect replies.
  • <Response> – One randomised response shown when this dialog line is used.

Supported Symptom Keys

KeyDescription
OdorOfAlcoholSuspect smells of alcohol.
SlurredSpeechSpeech pattern is slow or slurred.
JitteryMovementShows signs of stimulant use or anxiety.
BloodshotEyesEyes are red and irritated, often drug-related.
DelayedResponseTakes an unusual amount of time to respond.
SweatingExcessive perspiration detected.
OdorOfMarijuanaDistinct smell of cannabis detected.

Example Entries

	<Question>
		<Symptom key="SlurredSpeech">
			<Text>Your speech is slurred, have you been drinking?</Text>
			<Responses>
				<Response>Maybe a little earlier, yeah.</Response>
				<Response>No officer, I’m just tired.</Response>
			</Responses>
		</Symptom>
	</Question>

	<Question>
		<Symptom key="JitteryMovement">
			<Text>You seem really nervous. Everything alright?</Text>
			<Responses>
				<Response>Yeah... I just hate being stopped.</Response>
				<Response>I swear I didn’t do anything!</Response>
			</Responses>
		</Symptom>
	</Question>
		

Integration Notes

  • File is loaded by SymptomDialogLoader.Load() during startup.
  • Only questions matching active symptoms are displayed in red text in the dialog UI.
  • Questions are appended to the standard GeneralDialog pool at runtime.
  • Players can freely add more <Symptom> entries or custom keys matching new symptoms.
  • All symptom data is read from PedSymptomData populated via the SymptomDetector system.
  • Responses are randomly selected to ensure varied suspect behaviour between stops.