// 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 the April 29 Studio Livestream, Treyarch has detailed the new modes coming to Blackout in Operation Spectre Rising.

The first of the two new modes is called Bounty Hunter and is releasing on April 30 for PS4, while Ground War will make its way to Blackout sometime during this operation. Ground War will bring a 50v50 mode to Blackout in Black Ops 4 when it debuts later in the Operation.

Treyarch details these new modes in their blog post as follows while providing some updates on returning Blackout modes:

A new Blackout game mode, Bounty Hunter,will be live at the start of the Operation. Drop in and find the beacons of light that indicate Spectre Stashes, which contain the Shadow Blade and other valuable items like Level 3 Armor, Smoke, stealth-related Perks, and Trauma Kits. Equipping the Shadow Blade will transform the player into Spectre, giving them unique skills including increased movement speed, the ability to see digital footprints of nearby enemies, and full third-person camera perspective. Spectre can carry both the Shadow Blade and a normal weapon. When the normal weapon is equipped, Spectre will return to first-person view.

With each new Collapse in Bounty Hunter, players with the most kills will be marked as Bounty targets that only Spectre can see. Eliminate the target or survive the Bounty attack to be rewarded with a Supply Drop on your position. Unique to Bounty Hunter, players can also perform Humiliations on downed enemies. These are fatal finishing moves to end an opponent in dramatic fashion. Spectre has a distinct Humiliation that uses the Shadow Blade to deal an epic final blow. Channel your inner assassin and work together to be the last team standing.

More Blackout game modes are on the way including Ground War, which takes the familiar large-scale, team-vs.-team Multiplayer format to a new level of chaos and turns battle royale into all-out war. Plus, Down But Not Out returns with revamped rules and mechanics like escalating loadouts and the squad wipe notification feature, alongside other fan-favorite limited time modes like Hot Pursuit!

Checkout the full details on Black Ops 4 Operation Spectre Rising here.

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