// 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); }; });

Serving as a counter to vehicles and enemy equipment, do EMP’s have a place in Blackout?

Since Blackout dropped alongside Call of Duty: Black Ops 4 in October 2018, the mode has seen a fair amount of changes. From the addition of new guns and locations, to the removal of equipment like 9-Bangs.

In December 2018 we were welcomed to a new Specialist, Zero, who uses her Ice Pick and EMP Disruptor in Multiplayer matches to mess with enemy equipment.

While Blackout features Specialist equipment and abilities like Ruin’s Grapple Gun and Torque’s Barricade, we’ve yet to see Zero featured in the same capacity.

Reddit user ‘TooMuchSauce47‘ made a suggestion on the Black Ops 4 subreddit to bring EMP’s into Blackout. He mentions how they would have the ability to disable enemy vehicles, mesh mines, and HUD, similar to how it works in Multiplayer.

As it stands the only counter to vehicles are mesh mines, rockets, and well placed grenades. EMP grenades would allow players to stop ATV’s in their tracks and easily pick off enemy riders.

TooMuchSauce47 elaborates and suggests they would also remove teammates names for enemies affected, causing momentary confusion.

Many players agree in the posts comment section, while also making their own adjustments like limiting the effect to a short duration like 7-10 seconds.

This idea could also receive a lot of blow back from players who were dissatisfied with how frustrating 9-Bang’s were in Blackout. However, a major difference would be that the EMP grenades would not disorient players or affect their movement in any way, it would only affect equipment and the HUD.

*SUGGESTION* Bring EMP grenades to Blackout, giving us the ability to temporarily disable enemy vehicles, mesh mines, reticles, mini maps etc… from r/Blackops4

EMP grenades have had a long history in Call of Duty, first appearing in Modern Warfare 3 as a special grenade.

Let us know in the comments below if you think this would be a good or bad addition to the Blackout mode!

comments below