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Injects

An inject is a named event you introduce during a drill. It can announce something over the dispatcher's voice, change the scene by applying a situation level, or both.

Injects are built on the Injects tab and fired during a drill.

Fields#

Field Meaning
Name What appears in the drill feed and in the after-action review, for example Second alarm or Occupant reports child inside.
Dispatcher text Optional. Text spoken in the dispatcher's voice when the inject fires. Leave blank for a silent scene change.
Time Optional. The exercise time at which it fires automatically. Leave it blank for a manual inject.
Level Optional. A situation level applied when the inject fires.

Scheduled versus manual#

Scheduled injects fire on their own when the exercise clock reaches their time. Use them for things that would happen regardless of what crews do: a second alarm dispatched at eight minutes, a weather change, a report from a bystander.

Manual injects sit in the instructor's panel until clicked. Use them for things that should happen in response to what crews are doing, or when you want to control the timing based on how the drill is actually going. Manual injects are the more useful kind for most training.

Either way, each inject fires once per drill. If two instructor screens are open, the drill still records a single firing.

Writing dispatcher text#

The text is spoken in the same synthesized voice as the original dispatch, so write it the way dispatch would say it:

  • Command, be advised, occupants report one child unaccounted for in the rear bedroom.
  • Engine 61 and Truck 7 are responding on the second alarm.
  • Command, dispatch is receiving multiple calls reporting heavy smoke.

Three-digit numbers are read radio-style, so 675 becomes "six seventy-five."

Combining with levels#

Linking an inject to a level is how you make an announcement and a scene change land together. A Roof involvement inject can announce heavy fire showing and simultaneously apply the level that puts fire through the roof on every view.

An inject with a level and no dispatcher text changes conditions silently, which is often what you want: crews should notice deteriorating conditions themselves rather than being told.

Practical notes#

  • Injects are recorded with their time and name, so the review shows exactly what was introduced and when.
  • Build more injects than you plan to use. Manual injects cost nothing if you never fire them, and having options lets you steer a drill that is going too easily or too badly.
  • Keep names specific. Second alarm reads well in a debrief; Inject 3 does not.

Inject names stay with the instructor#

Participants get no notice at all when an inject fires: not its name, not the situation level it applies, not a feed row saying conditions changed. They hear the radio message if the inject has one, and they see the scene change. Everything appears for everyone in the after-action review once the drill has ended.

Name injects for yourself, in whatever way makes them easy to find in the panel under pressure.