
On the left side of the menu, the scenarios created will be presented. These can be edited by selecting the edit icon.
Currently, there are multiple ways of creating a new scenario within an environment. The first method is by selecting the + icon on the left, below the selected environment.
The user can also select Next on the bottom left and then select the environment from a carousel with images.
The interface has a wide variety of functionalities that can be used to create a complete and versatile scenario.
By default, there are no items visible on the map of the Scenario Creator. This is done to keep a clear picture for ease of use. When the user selects icon, the filter menu opens. In this menu, the user can enable the different selectors on the screen:
Icon | Type | Use |
| Crowds | Used to place a crowd in the scene |
| Doors | Used to modify the settings of the doors |
| Fire | Used to enable and modify the fires |
| Hazards | Used to enable different hazards |
| NPCs | Used to place and modify NPCs |
| Starting Locations | Used to mark the starting location(s) when entering the scenario |
| Vehicles | Used to place the available emergency vehicle(s) in the scene |
| Windows | Used to modify the settings of the windows |
When a filter is selected, it will enable the icons on the map. These icons show the exact location of the selected interaction.
When a location is selected, a menu opens on the left side of the interface.
Crowds are a group of people who will stand in the simulation and make background noise. There are 3threesizes available to choose from, this being Small, Medium, and Large.
Doors used for blocking certain areas. The door has two options available; the door can be locked and requiring a piece of equipment to open, or the door is unlocked. When the door is unlocked, a slider appears to select how far the door is opened at the start of the scenario.
Fires in the scene provide a challenge for the users and something to extinguish in the scenario. The fire can be activated and the user can select how far the fire has evolved when the scenario starts. There is also an option to select whether the fire grows or stays the same. If fire growth is on, then it will continue to develop, where if fire growth is turned off it will stay the same size. This is for when the user wants to create a containable fire.
Hazards can be bottles of deodorant and other objects that need to be selected and removed from the simulation. These can be activated directly from the menu on the left.
NPCs can be placed in the scene. They come in a wide variety of options and can either be an aggressor or a victim within the simulation.
Aggressors are NPCs that have intelligence and will give the trainees a hard time during the simulation, requiring them to use some kind of deescalating actions to get them in order. The user can select a character to indicate how the NPC will look in the simulation. They can also select aggression and weapons. These two options determine how much the NPC will listen to the deescalating actions being taken by the users.
They can also be selected as medical victims. These require medical attention to help the victim. They come in intensity ranging from T1 being heavy, to T3 being minor injuries. These victims have predefined characteristics.
The user can select a starting location within the scenario. Every scenario needs to have at least one starting location to work. If there is no starting location active, the system will prompt the user when they try to save the scenario.
When Advanced Setup is enabled, the user can split the trainees into different starting locations. This can be used for multi-disciplinary training where multiple teams come from different angles.
Vehicles hold the equipment that a trainee might need during the scenario. There are currently a wide range of vehicles available, from American models to European models.
Windows are available within the Scenario Creator to be configured. Windows can be either locked or unlocked. Locked windows remain closed at the start of the scenario, while unlocked windows can be configured to tilt or turn, as well as to define how far they are already open. In the simulation, most windows are designed to both turn and tilt in a combined movement, and the trainee can switch between them by using the handle on the window. The angle determines the starting angle of the opened window.
If the user wants to see the effect of the smoke on the angle of the windows, then place a fire in the room and open the windows. After that, simulate the fire and see how the smoke evolves.