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
- Deliver the most realistic and unified policing experience available for LSPDFR.
- Maintain modular design — each system runs independently, with cross-integration where logical.
- Use clean, modern UI systems (Gwen + RAGENativeUI) that mirror real-world police software.
- Achieve long-term support and version stability using CommonLibSparky81x.
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
- Download the latest release ZIP from the official LCPDFR page or Discord.
- Open the archive and locate the
Grand Theft Auto Vfolder. - Drag & drop all contents directly into your GTA V root directory.
- Confirm that the following folder is created:
Plugins/LSPDFR/PolicerAdvanced/ - 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
- Grand Theft Auto V Legacy – v1.0.3504.0 or later
- LSPDFR – v0.4.9 or later
- RAGE Plugin Hook – v1.102 or later
- CommonLibSparky81x – v1.0.2 (Updated 29/10/2025)
Recommended Setup
- Ensure your GTA V and LSPDFR installations are fully updated.
- Use a clean plugin environment before testing new Policer Advanced versions.
- Run RPH as administrator to allow XML saving and log output.
Optional Addons
- Ultimate Backup – for enhanced unit variety (optional, not required).
- Vehicle mods – compatible with the ANPR and Seizure systems.
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
CourtManageras 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
VerdictClassis passed toCourtManager.UpdateVerdicts()to determine sentence type and length. - All fines are stored to
courtcases.xmlwhen 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:
SUM– Summary Offense – Typically handled by Magistrates’ Court. Fine or probation only.EW– Either-Way Offense – Can result in fine, probation, or imprisonment depending on severity.IND– Indictable 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 inCourtManager.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 validContrabandTypename. Invalid or missing types are ignored. - If the file or any category is missing,
GetDefaultItems()inContrabandItemsLoadersupplies 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 asLoadoutDataobjects. - 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
chancepercentage. - 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 byDialogManager. - 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.
- Each key maps to a symptom field in
- <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
| Key | Description |
|---|---|
OdorOfAlcohol | Suspect smells of alcohol. |
SlurredSpeech | Speech pattern is slow or slurred. |
JitteryMovement | Shows signs of stimulant use or anxiety. |
BloodshotEyes | Eyes are red and irritated, often drug-related. |
DelayedResponse | Takes an unusual amount of time to respond. |
Sweating | Excessive perspiration detected. |
OdorOfMarijuana | Distinct 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
PedSymptomDatapopulated via theSymptomDetectorsystem. - Responses are randomly selected to ensure varied suspect behaviour between stops.