// initialize jwplayer var playerInstance = jwplayer('player'); // player dom elements var playerContainerEl = document.querySelector('.player-container'); // returns video player position from top of document function getElementOffsetTop(el) { var boundingClientRect = el.getBoundingClientRect(); var bodyEl = document.body; var docEl = document.documentElement; var scrollTop = window.pageYOffset || docEl.scrollTop || bodyEl.scrollTop; var clientTop = docEl.clientTop || bodyEl.clientTop || 0; return Math.round(boundingClientRect.top + scrollTop - clientTop); } // returns the current y scroll position function getScrollTop() { var docEl = document.documentElement; return (window.pageYOffset || docEl.scrollTop) - (docEl.clientTop || 0); } // configure jwplayer instance playerInstance.setup({ autostart: true, playlist: 'https://cdn.jwplayer.com/v2/playlists/mYdavspX', primary: 'html5', setFullscreen: true, width: '100%' }); // when jwplayer instance is ready playerInstance.on('ready', function() { var config = playerInstance.getConfig(); var utils = playerInstance.utils; // get height of player element var playerHeight = config.containerHeight; // flag determining whether close has been clicked var closed = true; // CHANGED // flag determing whether player is playing var playing = false; // ADDED // eventhandler for when close button is being pressed document.getElementsByClassName('icon-close')[0].addEventListener('click', () => { closed = true; onScrollViewHandler(); }); playerInstance.on('play', function() { closed = false; playing = true; // ADDED }).on('pause', function () { playing = false; // ADDED }).on('adPlay', function() { closed = false; // ADDED playing = true; // ADDED }).on('adPause', function() { playing = false; // ADDED }); // get player element position from top of document var playerOffsetTop = getElementOffsetTop(playerContainerEl); // set player container to match height of actual video element playerContainerEl.style.height = playerHeight + 'px'; // below we handle window scroll event without killing performance function onScrollViewHandler() { var minimized = getScrollTop() >= playerOffsetTop; if (closed && minimized) { minimized = false; jwplayer().pause(); playing = false; // ADDED } else if (!minimized && !playing) { closed = true; // ADDED } utils.toggleClass(playerContainerEl, 'player-minimize', minimized); // update the player's size so the controls are adjusted playerInstance.resize(); } // namespace for whether or not we are waiting for setTimeout() to finish var isScrollTimeout = false; // window onscroll event handler window.onscroll = function() { // skip if we're waiting on a scroll update timeout to finish if (isScrollTimeout) return; // flag that a new timeout will begin isScrollTimeout = true; // otherwise, call scroll event view handler onScrollViewHandler(); // set new timeout setTimeout(function() { // reset timeout flag to false (no longer waiting) isScrollTimeout = false; }, 80); }; });

Find out how to stop enemies from hearing you with this helpful guide.

One of the best ways to stay on top of your Blackout game is to be aware of your surroundings. Footsteps play a key role in Black Ops 4’s battle royale mode because they can either give away your position entirely or allow you to get some stealthy kills like a modern-day ninja.

Analytical Call of Duty Youtuber, TheXclusiveAce, has done the testing and has found some useful stats regarding armor, perks, and noises.

Starting off with some base stats, he figured out the distance where footsteps can by someone wearing no armor, level 1, level 2, and level 3 armor. He found that the distance in which you can first start hearing footsteps is identical for all three armors, while no armor gives you a small amount of time before being heard.

While the distance in which they can be heard may be the same, the sounds themselves are slightly different. Level 1 and 2 armor has more bass in the steps than no armor, while Level 3 has the most distinct and bass filled noises. This makes the higher level armor easier to hear when walking around.

Since those tests were conducted with no perks active, Ace decided to toss Awareness and Dead Silence in the mix. With Dead Silence, it doesn’t matter which armor you have on, they all sound the same to enemies. The perk also reduces the range in which you can be heard by 80%.

Whereas Awareness boosts the volume of the footsteps which makes enemies at mid range sound like they’re right besides you. The perk also increases the range that you can hear enemies by 20-25%.

Yellow is what you can hear with no perks. Red is the added range with Awareness. Green is when an enemy using Dead Silence can be heard. (via TheXclusiveAce)

One of the more interesting finds is that a player with Awareness active cancels out the effect of an enemies’ Dead Silence, making it sound like neither player has perks active.

In the end, this information may not be earth-shattering but it is good to know that rocking heavier armor does have its consequences and that Dead Silence does drastically improve your abilities to stay undetected.

Stay posted to @CharlieINTEL for all the latest and greatest Call of Duty, Black Ops, Blackout, and Zombies news!

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Brooklyn boy, born and raised. @MrBrawl96 everywhere on the World Wide Web.