// 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); };});

Ambush makes its return later this month!

Treyarch has just released an update to Call of Duty Black Ops 4 today that adds Prop Hunt to Multiplayer for Xbox One and PC players, along with some minor fixes for all consoles.

One of the biggest highlights from this update are the improvements to the lag and hitching in MP matches that came about since last update. Be sure to check out the featured playlists in Multiplayer as well that have received a refresh.

Full update below:

Prop Hunt Now Live on All Platforms

With today’s launch of Prop Hunt on Xbox One and PC, everyone’s favorite hide-and-seek mode is now live in the Featured category on all platforms. We’ve made some updates to Prop Hunt today, including new rotating loadouts for Hunters, improvements to Best Play at the end of the round, and additional stability fixes. The hunt is on!

Ambush is Coming Back to Blackout

It’s almost that time again, Blackout snipers. We’ve updated Ambush for Operation Spectre Rising, and it’s coming back to all platforms later this month with a new ruleset. Players will now have access to all Sniper Rifles (with the exception of the SDM) plus Shotguns and the Bowie Knife, and we’re removing Concussion Grenades, Cluster Grenades, ATVs, and ARAV vehicles to focus the action on pure gunplay this time around. Jump in, get some matches under your belt, and let us know what you think of the new revisions once it’s live.

We’ve also implemented a fix for a recent issue that could cause lag/hitching when a match with over 10 players was joined in progress, as well as improvements to the Alcatraz map in Blackout. Here’s the full list of what’s new:

All Platforms

MULTIPLAYER

  • Game Modes
    • Prop Hunt
      • Now live on all platforms in the Featured category.
      • Hunters now spawn with rotating loadouts (SMGs or Assault Rifles).
      • Addressed an issue where players’ abilities were not displaying their proper values when being spectated.
      • Made general improvements to Best Play at the end of the round.
  • Infected
    • Addressed join-in-progress issues in Infected matches.
  • Featured Playlists
    • Prop Hunt, Barebones Moshpit, Deathmatch Domination, Infected (consoles), and Mercenary Deathmatch Moshpit (consoles) added to the Featured category.
  • Stability
    • Resolved an issue that sometimes caused lag/hitching when a match with more than 10 players was joined in progress.
    • Additional general stability improvements.

BLACKOUT

  • Alcatraz
    • Addressed an issue where players were able to get to unintended areas of the map using the Grapple Gun.
    • Closed some exploitable areas on the map.

WORLD LEAGUE HUB

  • Visuals
    • Addressed visual bugs that could be experienced upon entering World League Hub for the first time.

-Treyarch

Some improvements have already been made to Prop Hunt mode earlier this week as laid out below. These changes were made on Playstation 4 as part of the May 7th game update:

  • Addressed an issue where players were able to replenish their Decoys when destroyed.
  • Enabled drowning damage for underwater Props.
  • Various stability fixes, including a fix for instances where the player could be kicked back to the main menu with a “game session no longer available” error

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