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MFPD-PoliceCompanion

MFPD-PoliceCompanion

$39.99 $27.99

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MFPD SCRIPTS • AI POLICE BACKUP

MFPD-PoliceCompanion

Your squad. Your formation. Your command.

Bring AI police backup into your patrols with custom formations, verified threat response, vehicle support, and direct squad controls.

10 COMPANIONS  •  CUSTOM FORMATIONS  •  EUP CLOTHING SUPPORT

View the Cfx Forum Post →

SEE IT IN ACTION

Video previews

Explore six gameplay clips using the direct video links below.

PREVIEW 01
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PREVIEW 02
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PREVIEW 03
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PREVIEW 04
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PREVIEW 05
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PREVIEW 06
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Build your police squad

Build your own AI police squad with MFPD-PoliceCompanion. Request up to 10 active companions per player, copy your character's clothing and equipment, arrange your squad in custom formations, and bring backup along on foot or in a vehicle. Companions respond to verified hostile NPC attacks against you or your squad, share threat awareness, and use dedicated combat behavior to maintain their targets and firearms during a fight. Manual aiming, cease-fire controls, area patrols, patrol torches, and an in-game command guide give you control over how your squad operates.

SQUAD CONTROLS

Every command at a glance

Command / default keyWhat it does
/mfpdRequest one companion at a time; maximum 10 active companions per player.
/byeDismiss your entire squad.
/stay · JToggle hold position and following; recalls companions when deployed.
/pullcompRecover companions by teleporting them near your current position.
/compstatusShow companion count and current operating state, including combat.
/formationOpen the visual formation editor and shared presets.
/helpcompOpen the searchable companion command guide.
/mfpdaim · HWhile on foot and free-aiming at a valid entity, toggle squad aim on that target.
/stpToggle cease-fire: stop engagement while allowing on-foot aiming at verified threats.
/depDeploy your squad to patrol the surrounding area; use again to recall.
/ptrfootToggle patrol torches for companions on foot.
/ptrcarToggle patrol torches for companions riding in your vehicle.

Command names are editable in config/config.lua. Aim, stay, and deployment controls can be assigned through FiveM key bindings.

During combat: use /stp or /stay to interrupt an engagement before issuing movement, manual aim, or torch commands.

WHAT YOUR SQUAD CAN DO

Features and behavior

FEATURE 01

Visual Formation Editor and Shared Presets

  • Position companions around the player using a drag-and-drop formation grid.
  • Fine-tune left/right, forward/back, and vertical offsets with numeric controls.
  • Use grid zoom, arrow-key adjustments, restore, and reset controls to edit your layout.
  • Save individual player formations for reuse across sessions.
  • Create, load, update, and delete named formation presets shared across the server.
  • Companions follow their assigned offsets, with follow speed adjusted according to the player's movement.

FEATURE 02

Verified Threat Response and Stable Combat Targets

  • Combat response requires evidence of a hostile NPC attacking, firing toward, engaging in melee with, or damaging the player or squad.
  • Nearby gunfire and hostile relationship settings alone do not authorize engagement.
  • Shared threat memory helps squad members recognize the same attackers, including companions added during an ongoing fight.
  • Tracks multiple attackers and considers existing squad assignments when selecting targets.
  • Once engaged, companions retain a valid target rather than repeatedly switching between enemies.
  • Engagement uses configurable distance, visibility, field-of-view, and target-tracking rules.
  • Combat takes priority over following, vehicle boarding, patrols, and torch animations. Use /stp or /stay to interrupt an engagement before issuing movement, manual aim, or torch commands.
  • Companions resume following or deployed patrol behavior after combat ends, subject to the active squad mode.

FEATURE 03

Weapon Inheritance and Combat Firearm Control

  • Copies supported weapons from the player's loadout, including configured weapon components.
  • Outside active combat, companions follow the player's selected weapon when usable and permitted by their current mode or vehicle seat.
  • Weapon tint is mirrored where supported.
  • At engagement start, companions prioritize the player's current usable firearm and select an appropriate alternative when needed.
  • During combat, each companion keeps its selected firearm instead of cycling weapons every time the player changes equipment.
  • Combat weapon maintenance replenishes depleted ammunition and reasserts the selected firearm if the game attempts to stow it or switch to melee.
  • A configurable fallback firearm is available when no suitable inherited firearm can be selected.
  • Melee inheritance is authorized only for the exact melee weapon equipped when that companion is spawned; automatic threat combat uses firearm selection.
  • Compatible addon weapons and components can be included in the configuration.

FEATURE 04

Manual Aim and Cease-Fire Controls

  • /mfpdaim or H by default - while on foot and free-aiming at a valid entity, order companions to hold aim on that target.
  • Toggle manual aim again to stand down. Aim mode also ends if the target dies or disappears.
  • Manual aim requires an entity target; empty surfaces do not create a target lock.
  • /stp - toggle cease-fire mode, stopping combat engagement while allowing companions on foot to aim at visible verified threats.
  • Cease-fire suppresses shooting, melee engagement, and mounted combat. Newly added companions are also governed by the active cease-fire state.

FEATURE 05

Area Deployment and Patrol Torches

  • /dep - deploy companions to patrol around the location where the command is issued. Use it again to recall them.
  • Companions disembark from the player's vehicle when deployed.
  • Patrol radius, travel length, and rest time can be adjusted in the configuration.
  • /ptrfoot - toggle patrol torch animations for companions on foot.
  • /ptrcar - toggle patrol torch animations for companions seated in the player's vehicle.
  • Visible torch props and randomized patrol animations are synchronized through the server.
  • Torch light reach, brightness, beam shape, and color have configurable settings.
  • Active torch mode transitions between on-foot and vehicle patrol as the player enters or leaves a vehicle.
  • Weapons are temporarily stowed during torch use, and interrupted animations receive prop cleanup.
  • Use the current torch-mode command again to cancel it. Combat clears active torch behavior.

FEATURE 06

Vehicle Support

  • Companions automatically enter and leave the player's vehicle while following.
  • Available passenger seats are assigned automatically.
  • Companions left outside after the boarding grace period can be placed into remaining free seats.
  • Mounted combat weapon selection accounts for vehicle-seat weapon restrictions.
  • On-foot weapon behavior is restored after disembarking.

FEATURE 07

Freemode Appearance and EUP Clothing

  • Supports male and female freemode companion models.
  • Copies the player's clothing components and props, including compatible installed EUP clothing.
  • Copies hair style and colors, eye color, and supported head overlays.
  • Uses player-derived head-blend data with companion-specific adjustments and fallback appearance pools.
  • Compatible weapon flashlights are enabled automatically at night when appropriate.

FEATURE 08

Multiplayer Synchronization and Player Protection

  • Networked companion appearance data is shared with other clients and replayed when requested by joining or restarting clients.
  • All player characters are excluded from companion hostile target selection, including manual aim targeting.
  • Police, security, backup, and companion relationship groups are excluded from scripted hostile target selection.
  • Client-side safeguards help prevent companion attacks against players after network ownership changes.
  • Player protection is scoped to companions; the resource does not rewrite relationships between the game's standard player, police, and security groups.
  • Cleanup handles dismissal, owner disconnects, resource shutdown, and associated patrol props.

FEATURE 09

In-Game Command Guide and Notifications

  • A dedicated interface shows command descriptions, categories, and usage guidance.
  • Search commands and browse them by purpose.
  • Configured command names appear automatically in the guide.
  • View companion count, squad mode, and weapon-policy information.
  • Built-in on-screen notifications provide command feedback. The current interface and notifications are in English.

Make it fit your server

  • Standalone operation: standalone mode is the default.
  • Framework job checks: ESX and QBCore allowed-job lists are provided for setups that initialize the corresponding framework object.
  • Editable configuration: adjust command names, deployment settings, companion armor and combat attributes, detection and engagement rules, appearance pools, torch settings, weapon lists, components, and fallback weapon through config/config.lua.
  • Performance tuning: configurable scan limits, update intervals, weapon synchronization timing, boarding recovery, and cleanup intervals.
  • Saved formations: individual layouts and shared presets are stored by the resource for reuse.
  • Custom assets: EUP clothing and addon weapons must be installed separately and compatible with the companion models and weapon behavior.

GET STARTED

Installation

  1. Download and extract the MFPD-PoliceCompanion resource.
  2. Place the complete folder in your server's resources directory.
  3. Add the following line to your server.cfg:
    ensure MFPD-PoliceCompanion
  4. Adjust config/config.lua for your server, then start the resource.
  5. Use /helpcomp to review the controls and /formation to save your preferred squad layout.

MFPD-PoliceCompanion

Bring your squad along for the next patrol.

MFPD-PoliceCompanion

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