// 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); }; });

During our time playing Call of Duty: Modern Warfare at the MP reveal press event, Infinity Ward revealed to us a new larger player count based mode for Call of Duty: Modern Warfare. 

The mode features 20v20, one of the first times Call of Duty has featured a large team based mode in a game besides a Battle Royale mode in Call of Duty: Black Ops 4. 

Infinity Ward says the have maps designed for 2v2, 6v6, 10v10, and 20v20.

Activision has also teased that Call of Duty: Modern Warfare will have a Ground War mode in MP with more than 100 players.

The mode that we played during our time was a 20v20 mode in either TDM or a 5 Flags domination. There was only one map playable, and it was a large enough map to embrace the chaos of 40 players on the island.

The downside to this 20v20 mode from our experience is that it does not feel like Call of Duty in many ways. There may be many players who love this mode and want to play it all the time — and if that’s the case, to each their own. But this 20v20 mode is very reminiscent of Battlefield. 

It’s a big team team-deathmatch and does not feel whole integrated into the game overall. It’s a nice addition for those who like big team modes, but I was not a fan of some of the mechanics. These larger modes have vehicles in it, and we were only able to see the ATV in action. But the ATV was very clunky in this mode overall, and it was not something you wanted to get on. Hopefully Infinity Ward is makes some good changes to this mode, as it has a lot potential with the franchise. It gets even better as this mode was the one we played in Cross-Play, so there could be lobbies with PS4, Xbox One, and PC players in this larger team mode as well.

It’s not clear how many larger-style player counts there are in Modern Warfare. We’ll have to wait and see if there’s more to come.  

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