What the lights mean in a game

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In an Open BRX game the host takes over the tagger body LEDs and the headset ring, so what you see is ours. For the stock behaviour of a tagger nobody is hosting, see Meet the BRX.

The tagger body

Three LEDs run along the body. In a game they do two jobs: they rest on your team colour, and they briefly become a bar showing the pool that just moved.

Rest. The body holds your team's paint colour, dimmed. In free-for-all every player rests on white. An armed tagger that has not spawned holds the same colour at full brightness, so a dim body means the match is live.

The readout. Whenever a pool changes (damage, a heal, a shield or armour grant) the three LEDs become a bar in that pool's colour, then hand back to the rest colour 4 seconds after the last change. A reload repaints the pool that last moved for 2 seconds.

Which pool you are looking at:

The bar has seven levels, because half steps blink:

The bar empties toward the muzzle end. LED 1 goes out first and LED 3 is the last one lit, which is the direction every stock game mode drains on the same tagger. The half step is the leftmost lit segment blinking, because that is the one you are about to lose. On health, the colour rides the segments that are left, so the final surviving LED is the one that turns red.

LevelWhat you seeHealth hue
6all three solidgreen
5LEDs 2 and 3 solid, LED 1 blinkinggreen
4LEDs 2 and 3 solidgreen
3LED 3 solid, LED 2 blinkingyellow
2LED 3 solidyellow
1LED 3 blinkingred
0dark(empty)

A pool with anything left in it never shows level 0, so 1 HP never looks like dead.

Seven levels is a promise the hardware keeps for health alone, because only health shifts hue as it falls. Shield and armour hold one colour, so their adjacent levels differ only by whether the top segment blinks: 1 and 2 are both one lit segment, 3 and 4 are both two, 5 and 6 are both three. Catch the blink and you read seven. Glance and you read four.

How you tell a resting tagger from a readout. Brightness, not colour. The rest paint is dim and the readout paints at full, which matters because three of the four team colours share a hue with a pool: team 3 purple against armour, team 2 yellow against mid health, team 0 red against critical health. Without the brightness gap a settled bar and a resting tagger are the same picture. At night both are dim, so that separation is gone: read the bar by its length instead.

Why a half step blinks instead of dimming. Brightness on this hardware is one setting for the whole strip, not one per LED, so two bright segments and one dim one does not exist. The top segment of a half step blinks (on and off every 400 ms) instead.

The drop. A change plays as an animation: the level you were on holds for 180 ms, the whole strip goes off for 80 ms, then it steps down one level every 120 ms, settles, and blinks the top segment if it landed on a half step. A gain animates upward with no leading blink. A second change inside 400 ms skips the freeze and the all-off blink and steps straight down from what is showing, so automatic fire does not turn the strip into a strobe.

The blank comes first. After every spawn the firmware breathes the body colour on its own, and a colour written on top of that only alternates with it. Open BRX sends a blank frame 2.5 seconds after every spawn, which lifts the strip out of that loop, and paints after that. For those first 2.5 seconds you see the tagger's own breathing. The same hands-off rule applies at death: nothing is written to the body for 2.5 seconds after you go down.

The headset

The ring is what everyone else reads. You cannot see your own head, so nothing on it is for you.

MomentHeadset
Pregame, in the musteryour team colour, solid
Match startwhite double flash, then the resting state
In play, restingdark (a mode can choose to hold the team colour instead)
Hit takenthe tagger's own flash, which is brighter than anything we can write
Downthe tagger's own bright flash on the small LED, every 750 ms, for as long as you stay down
Respawnwhite double flash, then the resting state

Some modes hold a role on your head until it ends. The carrier blink and the infected colour are the two in play today.

RoleHeadset
Flag, bomb or objective carrierwhite blink, 300 ms on and off
Infectedsolid, in the infected team's colour
VIPsolid white
Extraction beaconorange blink, 300 ms on and off
Extractedsolid white

A carrier blinks white and never the flag's colour: a team colour is an identity, a role is a state.

Colours

Both surfaces share the tagger's nine colour palette. The index of each colour is in Meet the BRX. Index 9 and above are dark, which is how a segment is switched off. Pools read like this:

PoolColour
Shieldteal at every level
Armourpurple at every level
Healthgreen above two thirds, yellow above one third, red below that

Only health changes hue as it falls. Shield and armour keep one colour and let the bar length carry the level.

You see a shield bar only on the Shields health preset (45 health, no armour, 105 shield). The Standard and Hardcore presets grant no shield, so the tagger reports 0 on every life. The pool is writable over Bluetooth: on 2026-09-11 the bench filled it with $LIFE,0,0,20,* and emptied it again with a negative. A painted teal segment has been seen on a spawned tagger. The Shields preset first ran in a real match on 2026-09-24, where every spawn started with an empty shield; the fix is in the code and has not yet been checked on a tagger.

Teams paint red (team 0), blue (team 1), yellow (team 2) and purple (team 3). Team 3 fights as green on the wire and paints purple, because green is what a headset flashes on a hit and out. Free-for-all paints white for everyone.

Night games

Night dims the lights, it does not switch them off:

Blackout is a separate switch and is the one that empties the lights. With blackout on, nothing is written to either surface anywhere in the game except the down flash, which survives every setting.

What a player actually sees