Paint fire, smoke, water, or hoarding on a room, a side of the building, or the lot, and see the right picture on every map and floor plan.
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What this does not do
conditions are **painted by a person or replayed from what was logged** — the app does not simulate or predict fire behavior, and autonomous smoke growth is frozen on real incidents by design. Illustrative, not predictive. Training, pre-planning, and after-action review only.
a preset arms a paint, it does not place one — and it never creates the room, fixture, or stairwell it targets. Illustrative starting values, not fire modeling.
Open the Conditions tool from the left icon sidebar to paint fire, smoke, water, or another condition where it happened, at a severity you choose. The picture then follows you to every view: the satellite map, the floor plan, the 3D scene, and Street View.
Pick a type and a severity
The Conditions panel lists six condition types: Fire, Heavy Smoke, Light Smoke, Water, Collapse Zone, and Hoarding. Pick one, then set Intensity to Light, Moderate, or Heavy. Each level sets a default size (15, 50, or 80 feet); drag the Size slider to change it. Switch Mode between Circle, which places a click-to-size ring, and Draw Shape, which traces an outline as you hold and drag.
Where you can paint it
A condition on a room goes through the floor plan: with the Conditions tool active in the floor plan editor, click inside the room. For the building and the lot around it, the panel's Exterior / Lot group lists nine fixed targets — the four sides (Side A through Side D, each marked "siding"), and five lot features: Front Yard, Rear Yard, Driveway, Detached Structure, and Vehicle.
Lot features take a map click like anything else. Sidings don't: a side is fixed geometry, not a point on the ground, so clicking one on the map does nothing. Pick the row and use the panel's Apply button, or set it from the Sides tool.
What each view shows
The satellite map and the aerial orbit never draw a flat square over an interior fire. You see thin smoke seeping at the eave on the involved side instead; flame shows at the roof only once you've asserted the fire pushed through it. The floor plan shows a severity fill in the room. The 3D scene renders flame and smoke as a volume at the seat of the fire. Street View shows what's venting to the outside — a sprite at the blowing window or door, or a plume above the roofline — the way a crew would see it from the curb. A contained interior fire doesn't show there: the walls are in the way.
A realistic fire in three taps
Three scenario presets set the type, severity, and size for you. Vented window fire arms a fire at an opening: tap the window or door it's blowing out of, in the 3D scene or on the map. Mattress fire arms a fire on a fixture: tap the bed, in the floor plan editor. Basement fire arms a fire in a room: tap the basement room, or the stairs out of it, in the floor plan editor.
A preset arms the paint. It doesn't place anything until you tap the target it names, and it never creates the fixture, room, or stairwell that target needs. If the floor doesn't have one yet, the hint bar names what's missing instead of guessing.
Training-only growth ramps
On a training incident, hand-draw how a fire grows and burns down over the drill's clock. See the training mode help for that workflow.
Replay
Every condition you paint carries a timestamp, so it appears in replay at the moment you placed it, never before. On a real incident nothing grows or spreads between your updates — the growth ramps above are for training drills only.