CN112107859A - Prop control method and device, storage medium and electronic equipment - Google Patents

Prop control method and device, storage medium and electronic equipment Download PDF

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Publication number
CN112107859A
CN112107859A CN202010988343.9A CN202010988343A CN112107859A CN 112107859 A CN112107859 A CN 112107859A CN 202010988343 A CN202010988343 A CN 202010988343A CN 112107859 A CN112107859 A CN 112107859A
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China
Prior art keywords
virtual
prop
virtual character
item
determining
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Granted
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CN202010988343.9A
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Chinese (zh)
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CN112107859B (en
Inventor
周岷科
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Priority to CN202010988343.9A priority Critical patent/CN112107859B/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

Abstract

The invention discloses a road appliance control method and device, a storage medium and electronic equipment. Wherein, the method comprises the following steps: determining a first position hit by a first road object under the condition that the first virtual character uses a target shooting prop to shoot the first road object; determining a second position hit by a second prop object under the condition that the target shooting prop ejects the second prop object associated with the first prop object in a first time period; and under the condition that the distance between the second position and the first position is smaller than a first threshold value, controlling and triggering the first item of equipment through the second item of equipment to release virtual injury substances carried in the first item of equipment, wherein the virtual injury substances are used for injuring virtual characters entering the target area in a second time period. The invention solves the technical problem of low use efficiency of the virtual prop.

Description

Prop control method and device, storage medium and electronic equipment
Technical Field
The invention relates to the field of computers, in particular to a method and a device for controlling a road tool, a storage medium and electronic equipment.
Background
In the related art, during a shooting game, a prop such as a gun can be used to attack. However, in the conventional props such as firearms, if they want to attack the enemies, the attack button must be pressed down to control the props to attack the enemies, and if they want to attack the enemies again, the attack case needs to be pressed down again, which causes low efficiency of using the props.
In view of the above problems, no effective solution has been proposed.
Disclosure of Invention
The embodiment of the invention provides a road appliance control method and device, a storage medium and electronic equipment, and aims to at least solve the technical problem of low use efficiency of virtual properties.
According to an aspect of an embodiment of the present invention, there is provided a ballast control method including: under the condition that a first virtual character uses a target shooting prop to shoot a first tackling object, determining a first position hit by the first tackling object; determining a second position hit by a second prop object when the target shooting prop ejects the second prop object associated with the first prop object within a first time period; and under the condition that the distance between the second position and the first position is smaller than a first threshold value, controlling and triggering the first item object through the second item object to release virtual harmful substances carried in the first item object, wherein the virtual harmful substances are used for damaging virtual characters entering a target area in a second time period.
According to another aspect of the embodiments of the present invention, there is also provided a ballast control apparatus including: a first determination unit, configured to determine a first position hit by a first tacked object when the first virtual character ejects the first tacked object using a target shooting prop; a second determining unit, configured to determine a second position hit by a second item object associated with the first item object when the target shooting item emits the second item object within a first time period; and the processing unit is used for controlling and triggering the first item object through the second item object to release a virtual injury substance carried in the first item object under the condition that the distance between the second position and the first position is smaller than a first threshold value, wherein the virtual injury substance is used for injuring a virtual character entering a target area in a second time period.
As an alternative example, the first determining unit includes: a first determining module, configured to determine, when the first prop object hits a second virtual role, a current location of the second virtual role as the first location, where the current location is a location where the second virtual role is located when the second prop object hits the second location; and the second determining module is used for determining the position of the virtual object as the first position under the condition that the first road object hits the virtual object.
As an optional example, the first determining module includes: the obtaining submodule is used for obtaining the residual life parameter value after the second virtual role is hit; a first determining submodule, configured to determine, when the remaining life parameter value is greater than zero, a current location of the second virtual character as the first location; and the second determining submodule is used for determining the position of the second virtual character when the residual life parameter value reaches zero as the first position under the condition that the residual life parameter value reaches zero.
As an optional example, the first determining unit further includes: and the first processing module is used for responding to the dismantling operation executed by a third virtual role on the first road object after the current position of the second virtual role is determined as the first position, and dismantling the first road object at the first position.
As an optional example, the first determining unit further includes: a second processing module, configured to, after the current location of the second virtual character is determined as the first location, respond to a removal operation performed by the second virtual character on the first road object when the first location is located in a target location area of the second virtual character, and disallow the second virtual character to remove the first road object; a third processing module, configured to allow the second avatar to tear down the first road object in response to a tear-down operation performed by the second avatar on the first road object when the first location is in a non-target location area of the second avatar.
As an optional example, the apparatus further comprises at least one of: a first control unit, configured to control the first road tool object to flash a light signal at a first frequency at a first position after determining the first position hit by the first road tool object; an adjusting unit, configured to adjust the first road object at the first position to a perspective state so that the first road object is not blocked by a blocking object; and the second control unit is used for controlling the playing of the reminding audio matched with the first road object.
As an optional example, the adjusting unit includes: a third determining module configured to determine an observation line of sight of the first virtual character when observing the first road object at the first position; and the adjusting module is used for adjusting the rendering effect of the target shelter for sheltering the first road object on the observation sight line so as to enable the first road object to present a perspective special effect relative to the first virtual role.
As an alternative example, the second control unit may include: and the playing module is used for playing the reminding audio matched with the first road object to the fourth virtual character under the condition that the distance between the fourth virtual character and the first position is smaller than a second threshold value.
As an optional example, the apparatus further includes: a third control unit, configured to, after determining the second location hit by the second prop object, control the first prop object to disappear from the first location and control the second prop object to disappear from the second location when a distance between the second location and the first location is greater than a first threshold.
As an optional example, the apparatus further includes: a fourth control unit, configured to control the first item object to disappear from the first position and control the second item object to disappear from the second position when the target shooting item ejects the second item object after the first time period after the first position is determined.
According to another aspect of the embodiment of the present invention, there is also provided a computer-readable storage medium, in which a computer program is stored, where the computer program is configured to execute the prop control method when running.
According to another aspect of the embodiment of the present invention, there is also provided an electronic device, including a memory and a processor, where the memory stores a computer program, and the processor is configured to execute the prop control method through the computer program.
In the embodiment of the invention, under the condition that a first virtual role uses a target shooting prop to shoot a first tackling object, determining a first position hit by the first tackling object; determining a second position hit by a second prop object when the target shooting prop ejects the second prop object associated with the first prop object within a first time period; under the condition that the distance between the second position and the first position is smaller than a first threshold value, the first item object is controlled and triggered through the second item object to release virtual injury substances carried in the first item object, wherein the virtual injurious substance is used to cause an injury to a virtual character entering a target area during a second time period, as in the method, when the first virtual character emits the first item object and the second item object, the virtual injury substance carried by the first item object can be released according to the position relation of the first item object and the second item object, therefore, the target shooting prop does not need to be continuously controlled to attack, other virtual roles can be attacked, the effect of improving the control efficiency of the virtual prop is achieved, and the technical problem that the virtual prop is low in use efficiency is solved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention without limiting the invention. In the drawings:
FIG. 1 is a schematic diagram of an application environment of an alternative prop control method according to an embodiment of the invention;
FIG. 2 is a schematic diagram of an application environment of an alternative prop control method according to an embodiment of the invention;
FIG. 3 is a schematic diagram of a flow of an alternative prop control method according to an embodiment of the invention;
FIG. 4 is a schematic diagram of a first item object launched with a prompt for an alternative item control method according to an embodiment of the invention;
FIG. 5 is a schematic diagram of a prompt for launching a second prop object of an alternative prop control method according to an embodiment of the invention;
FIG. 6 is a schematic diagram of a switch bullet of an alternative method of prop control according to embodiments of the present invention;
FIG. 7 is a schematic diagram illustrating different bullet injury values for an alternative method of prop control according to embodiments of the present invention;
FIG. 8 is a schematic diagram of a first position determination of an alternative prop control method according to an embodiment of the present invention;
FIG. 9 is a schematic diagram of a first position determination for another alternative prop control method according to embodiments of the present invention;
FIG. 10 is a schematic diagram of a demolition first item of props with an alternative method of prop control according to embodiments of the invention;
FIG. 11 is a schematic diagram showing a first item object of an alternative item control method according to an embodiment of the invention;
FIG. 12 is a schematic diagram showing a first item object of an alternative item control method according to an embodiment of the invention;
FIG. 13 is a schematic diagram of a first item object prompting sound for an alternative item control method according to an embodiment of the invention;
FIG. 14 is a schematic diagram of an alternative method of prop control according to embodiments of the present invention for determining whether to trigger a first prop object;
FIG. 15 is a schematic diagram of a countdown of the duration of existence of a first item object of an alternative item control method according to an embodiment of the invention;
FIG. 16 is a schematic diagram of a selection of virtual injurious substances of a first item of furniture in accordance with an alternative method of prop control in accordance with an embodiment of the invention;
FIG. 17 is a schematic diagram showing the location of a first item object according to an alternative item control method according to an embodiment of the invention;
FIG. 18 is a schematic diagram of another alternative prop control method of determining whether to trigger a first prop object, according to an embodiment of the present invention;
FIG. 19 is a schematic diagram of an alternative method of prop control for triggering a first prop object, according to an embodiment of the present invention;
FIG. 20 is a schematic flow chart of an alternative prop control method according to an embodiment of the present invention;
FIG. 21 is a schematic diagram of an alternative prop control method of detecting a hit on a target by a first prop object, according to an embodiment of the invention;
FIG. 22 is a schematic view of an injury detection block of an alternative prop control method according to an embodiment of the invention;
FIG. 23 is a schematic diagram of an alternative prop control apparatus according to an embodiment of the present invention;
fig. 24 is a schematic structural diagram of an alternative electronic device according to an embodiment of the invention.
Detailed Description
In order to make the technical solutions of the present invention better understood, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
It should be noted that the terms "first," "second," and the like in the description and claims of the present invention and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the invention described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
According to an aspect of an embodiment of the present invention, there is provided a method for controlling a property, which may be, but is not limited to, applied to an environment as shown in fig. 1.
As shown in fig. 1, the terminal device 102 includes a memory 104 for storing various data generated during the operation of the terminal device 102, a processor 106 for processing and computing the various data, and a display 108 for displaying a first virtual character, other virtual characters and virtual keys in a virtual scene. An application client may be run on the terminal device 102. Terminal device 102 may interact with server 112 via network 110. The terminal device 102 may send data generated in the running virtual scene to the server 112, for example, send data such as a position, an attribute, and a life value change after mutual attack with an enemy in the running virtual scene to the server 112, where the server 112 is responsible for processing and calculating the received data, and then send the calculated data to the terminal device 102, for example, send information such as a position and a life value of an updated character to the terminal device 102, so that the terminal device 102 updates local data and displays the changed virtual scene. The server 112 includes a database 114 for storing various items of data of the virtual scene, and a processing engine 116 for processing the various items of data. The terminal device 102 may operate a client, a virtual scene of the client includes a first virtual character, the first virtual character may emit a first prop object and a second prop object, and if a distance between a first position where the first prop object hits and a second position where the second prop object hits is smaller than a first threshold, the first prop object is controlled to release a virtual injury substance.
Optionally, the prop control method may be applied to, but not limited to, the environment shown in fig. 2.
As shown in fig. 2, the terminal device 202 includes a memory 204 for storing various data generated during the operation of the terminal device 202, a processor 206 for processing and operating the various data, and a display 208 for displaying a virtual scene and virtual keys. An application client can run on the terminal device 202, and the application client can run the virtual scene, and then display the first virtual character and other virtual characters in the virtual scene through the display 208. The terminal device 202 may operate a client, a virtual scene of the client includes a first virtual character, the first virtual character may emit a first prop object and a second prop object, and if a distance between a first position where the first prop object hits and a second position where the second prop object hits is smaller than a first threshold, the first prop object is controlled to release a virtual injury substance.
Optionally, in this embodiment, the terminal device may be a terminal device configured with a target client, and may include, but is not limited to, at least one of the following: mobile phones (such as Android phones, iOS phones, etc.), notebook computers, tablet computers, palm computers, MID (Mobile Internet Devices), PAD, desktop computers, smart televisions, etc. The target client may be a video client, an instant messaging client, a browser client, an educational client, etc. Such networks may include, but are not limited to: a wired network, a wireless network, wherein the wired network comprises: a local area network, a metropolitan area network, and a wide area network, the wireless network comprising: bluetooth, WIFI, and other networks that enable wireless communication. The server may be a single server, a server cluster composed of a plurality of servers, or a cloud server. The above is merely an example, and this is not limited in this embodiment.
Optionally, as an optional implementation manner, as shown in fig. 3, the prop control method includes:
s302, under the condition that a first virtual character uses a target shooting prop to shoot a first road object, determining a first position hit by the first road object;
s304, under the condition that the target shooting prop ejects a second prop object associated with the first prop object in a first time period, determining a second position hit by the second prop object;
s306, under the condition that the distance between the second position and the first position is smaller than a first threshold value, the first item object is triggered through control of the second item object to release virtual injury substances carried in the first item object, wherein the virtual injury substances are used for injuring virtual characters entering the target area in a second time period.
Optionally, the prop control method may be applied, but not limited to, in a process of using a virtual scene to fight, for example, in a game and in a simulation training. The game may include, but is not limited to, at least one of: two-dimensional (2D) games, Three-dimensional (3D) games, Virtual Reality (VR) games, Augmented Reality (AR) games, and Mixed Reality (MR) games, which may be, but not limited to, first person games or third person games. Alternatively, the game may be a shooting game, which includes, but is not limited to, a first person shooting game, a third person shooting game, and the like, including, but not limited to, all games that use hot weapons for remote attacks. The simulation training may be implemented by, but not limited to, Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). Especially, the training in dangerous fields, such as military exercise simulation training, can be carried out, and the danger coefficient of the training can be reduced.
Taking a game as an example, in the game, under the condition that a first virtual character uses a target shooting prop to shoot a first item, a first position hit by the first item is determined, and under the condition that the target shooting prop shoots a second item related to the first item in a first time period, a second position hit by the second item is determined, wherein the first position and the second position can be the same or different. And under the condition that the distance between the second position and the first position is smaller than a first threshold value, controlling and triggering the first item object through the second item object so as to release virtual injury substances carried in the first item object. That is to say, after the second prop object is ejected, if the distance between the second position of the second prop object and the first position of the first prop object is smaller than the first threshold value, the virtual prop does not need to be controlled to attack, and the virtual harmful substance in the first prop object can be released to attack, so that the control efficiency of the virtual prop is improved.
Optionally, in this embodiment of the application, the first virtual role may be a virtual role controlled by a first account, and the first account is an account on which the user logs in. The first virtual character can launch the first prop object and the second prop object through the target shooting prop to attack other virtual characters. The other virtual roles may be virtual roles controlled by the second account, and the second account may be an account to which the other user logs in. Of course, the other virtual roles may also be robot roles, that is, roles controlled in the background, and of course, the other virtual roles may include virtual roles controlled by the second account and robot roles.
Optionally, the first virtual character may be in a same battle with part of the other virtual characters. If the first virtual character and part of the other virtual characters are in the same formation, the first item object and the second item object ejected by the first virtual character and the virtual injury substance cannot damage the virtual character in the same formation with the first virtual character. And the first prop object and the second prop object and the virtual injury substance can injure the virtual character which is different from the first virtual character. Of course, the above is just an example, and as another way, a virtual character that is collocated with the first virtual character may be damaged by the first and second prop objects and the virtual damaging substance.
Optionally, the target shooting prop may be a shooting prop dedicated to shooting the first prop object and the second prop object. The target shooting prop can be configured with a first prop object and a second prop object, or the first prop object and the second prop object are configured to be multiple, one first prop object and one second prop object form a pair, and the second prop object in the pair can be launched only after the first prop object in the pair is launched. For example, taking a three-dimensional game as an example, as shown in fig. 4 and 5, fig. 4 is an optional display interface before the first tacker object is launched, a target button 402 is displayed on the display interface, and an icon on the target button 402 indicates that the object to be launched at present is the first tacker object. After launching the first item of furniture, an interface such as that shown in fig. 5 may be displayed, with the icon of the target button 502 being changed from the icon in fig. 4 to the icon in fig. 5, to indicate that the first item of furniture has been launched now, and that launching again will launch the second item of furniture. After the second prop object is launched, the bullet change can be prompted or automatically changed.
Of course, the target shooting prop can also be a shooting prop used for launching common ammunition and a first prop object and a second prop object. The normal ammunition may be an ammunition including only a hitting injury without an explosive effect. Whether to fire ordinary ammunition or a first item object and a second item object may be determined by switching the mode in which the target shooting item is fired. The mode switching may be performed in various ways, for example, in the case where the game is executed on a mobile terminal, shaking the terminal or clicking a virtual button of the terminal, in the case where the game is executed on a computer or VR, or inputting an instruction for switching the mode through an input device. For example, as shown in fig. 6, when a three-dimensional game is run on the mobile terminal, switching of the common ammunition to the first item object and the second item object can be completed by the virtual key 602, and when the virtual key is clicked again, the first item object and the second item object are switched back to the common ammunition.
Optionally, after the first item of equipment is ejected, a predetermined time period may be set, and in the case that the second item of equipment is ejected within the predetermined time period, it is determined whether to control the first item of equipment to release the virtual harmful substance. If the second prop object is not ejected beyond the predetermined time after the first prop object is ejected, the first prop object may be disabled and the second prop object may disappear. The failure in the embodiment of the present application may be to cancel the display and no longer be triggered.
Optionally, if the second item object successfully triggers the first item object after the first item object is ejected, and the first item object releases the virtual injurious substance, the virtual injurious substance may continue to injure the virtual character entering the target area within the second time period. The virtual character herein may be all virtual characters or all virtual characters except the first virtual character, or all virtual characters in a different battle from the first virtual character, or a virtual character in a hostile battle of the first virtual character. The injury may be caused by lowering an attribute value of the virtual character, and the attribute value may be at least one of a life value, a moving speed, an attack force, and a rebound speed.
Taking a specific example as an example, in a three-dimensional game, a first account login client controls a first virtual character in a virtual scene to play the game, and the virtual scene includes other virtual characters controlled by other accounts. In the game, the first account ejects a first prop object through a target shooting prop and then ejects a second prop object, the second prop object successfully triggers the first prop object to release virtual harmful substances in a target area, and if any virtual character except the first virtual character enters the target area, the virtual harmful substances are damaged, and the life value is deducted. Or if other virtual characters which are in the same battle with the first virtual character enter the target area, the virtual character can not be damaged by the virtual injury substance, and the life value is not deducted. After the virtual injurious substance has been activated, the virtual injurious substance can dissipate and no longer take effect over a second period of time.
Through this embodiment, through jet out under the circumstances of first stage utensil object and second stage property object at first virtual character, can release the virtual harmful substance that first stage utensil object carried according to the position relation of first stage utensil object and second stage property object to other virtual characters also can be attacked to the control target shooting stage property that need not last are attacked, have realized improving the effect to the control efficiency of virtual stage property, and then have solved the technical problem that virtual stage property availability factor is low.
As an alternative embodiment, determining the first location hit by the first tacker object includes:
determining the current position of a second virtual role as a first position under the condition that the first prop object hits the second virtual role, wherein the current position is the position of the second virtual role under the condition that the second prop object hits the second position;
and determining the position of the virtual object as a first position when the first road tool object hits the virtual object.
Optionally, the second virtual character in the present application may be an enemy character of the first virtual character, and the second virtual character may compete with the first virtual character in the virtual scene. If the first virtual character uses the target shooting prop to shoot ordinary ammunition or to shoot the first prop object or the second prop object to hit the second virtual character, the life value of the second virtual character should be decreased. The specific descending amplitude is determined according to the attribute values of the first prop object, the second prop object or the common ammunition and whether the second virtual character has a defense value. For example, in the case where the second avatar has no defense value, the attack force of the ordinary ammunition is 20, the attack force of the first item object is 10, and the attack force of the second item object is 15, and in the case of hitting the second avatar, the life value of the second avatar is reduced according to the attack force of the hit ammunition. For example, as shown in fig. 7, virtual character 702 and virtual character 704 are full of blood, and when virtual character 704 is hit with the first tacked object, blood bar 708 of virtual character 704 drops by 10, while when virtual character 702 is hit with ordinary ammunition, blood bar 706 of virtual character 702 drops by 20, the value of the drop being different depending on the power of the bullet.
And when the second prop object hits the second position, the current position of the second virtual character is used as the first position hit by the first prop object.
The description continues with the scene of the three-dimensional game. The first account login client controls a first virtual character in a virtual scene to play a game, and the virtual scene comprises other virtual characters controlled by other accounts. In the game, as shown in fig. 8, when the second virtual character 802 is at the position 804, it is hit by the first item object 808, the first item object 808 moves along with the second virtual character 802, and when the second item object 810 hits the wall, the position of the second virtual character is at 806, the first item object 808 moves to the position 806 along with the second virtual character 802, and the first position where the first item object hits is the position 806 where the second virtual character is.
Through the embodiment and the method, the use efficiency of the virtual prop is improved, and meanwhile the accuracy of determining the first position is improved.
As an optional implementation manner, in a case that the first tackling object hits the second virtual character, determining the current location of the second virtual character as the first location includes:
obtaining the residual life parameter value after the second virtual role is hit;
determining the current position of the second virtual role as a first position under the condition that the residual life parameter value is greater than zero;
and under the condition that the residual life parameter value reaches zero, determining the position of the second virtual character when the residual life parameter value reaches zero as the first position.
Optionally, the remaining life parameter value of the second virtual character may be a remaining life value of the second virtual character. The initial life value of the second virtual character may be 100, and the initial life value may change due to combat in the virtual scene, and the life value may be reduced or restored, and the maximum value is 100.
When the first character object hits the second virtual character, the life value of the second virtual character needs to be reduced, if the life value of the second virtual character is less than or equal to 0 after the corresponding mysterious value is subtracted, the second virtual character dies, the game can be reproduced or quit, but the first character object attached to the second virtual character stays at the position where the second virtual character dies, and the position is the first position. And if the second virtual character still survives after the first character object hits the second virtual character, the first character object still attaches to the second virtual character and moves along with the second virtual character.
For example, the description continues with a scene of a three-dimensional game. The first account login client controls a first virtual character in a virtual scene to play a game, and the virtual scene comprises other virtual characters controlled by other accounts. For example, as shown in FIG. 9, in a game where a first avatar shoots a first character 902, the first character 902 hits a second avatar 904, and the second avatar 904 dies by zeroing out the life 906 of the second avatar 904, the first character 902 stays at the dead second character position 908.
Through the embodiment and the method, the use efficiency of the virtual prop is improved, and meanwhile the accuracy of determining the first position is improved.
As an optional implementation manner, after determining that the current location of the second virtual character is the first location, the method further includes:
and in response to the dismantling operation of the first road furniture object executed by the third virtual role, dismantling the first road furniture object at the first position.
Optionally, the third virtual character may be any virtual character in a virtual scene. The third virtual character may be a virtual character that is collocated with the second virtual character, or a virtual character that is collocated with the first virtual character. The third avatar may be beyond the first road furniture object in the first position. If the first road object is attached to the second avatar, the third avatar may remove the first road object from the second avatar. If the second avatar dies and the first tacked object remains in the first location, the third avatar may remove the first tacked object from the first location. In the process of removing the first path object by the third virtual role, a progress bar can be prompted, the progress bar slowly increases along with the removing action, and when the progress bar is full, the first path object is removed. The first bedding object after being dismantled can not release virtual harmful substances.
For example, the description continues with a scene of a three-dimensional game. The first account login client controls a first virtual character in a virtual scene to play a game, and the virtual scene comprises other virtual characters controlled by other accounts. The first avatar may shoot a first tacked object hitting the second avatar. Fig. 10 shows a virtual scenario displayed by a client registered in a third account, where a second avatar 1004 is hit by a first tacked object 1002, and a third avatar 1006 can remove the first tacked object 1004. In the process of removing, a progress bar 1008 can be displayed, and in addition, if the first virtual character uses the first character object to hit the second virtual character and the second virtual character dies, the first virtual character can remove the first character object for reuse.
Through the embodiment, the method realizes that the first channel object can be detached by the third virtual role, so that the first channel object can not release virtual harmful substances, the effect of improving the control efficiency of the virtual prop is realized, and the accuracy of controlling the virtual prop is also ensured.
As an optional implementation manner, after determining that the current location of the second virtual character is the first location, the method further includes:
in the case that the first position is located in a target part area of the second virtual character, in response to a removal operation of the second virtual character on the first road object, not allowing the second virtual character to remove the first road object;
in the case where the first location is in a non-target site area of the second virtual character, the second virtual character is allowed to tear down the first road object in response to a tear down operation performed on the first road object by the second virtual character.
Optionally, the target region may be a specific region on the body of the second virtual character, such as a hand, a back, and the like, and the first road object cannot be removed by the second virtual character but can only be removed by the third virtual character.
For example, the description continues with a scene of a three-dimensional game. The first account login client controls a first virtual character in a virtual scene to play a game, and the virtual scene comprises other virtual characters controlled by other accounts. In the process, if the first road tool hits a specific area, such as the back, of the second virtual character, the second virtual character can remove the first road tool object by itself, and if the first road tool object hits non-target part areas, such as legs, of the second virtual character, the second virtual character can remove the first road tool object by itself.
Through the embodiment and the method, the effect of improving the control efficiency of the virtual prop is achieved, and meanwhile the accuracy of controlling the virtual prop is guaranteed.
As an optional implementation, after determining the first position hit by the first tackling object, at least one of the following is further included:
controlling a first street furniture object to flash light signals at a first frequency at a first position;
adjusting the first road tool object at the first position to be in a perspective state so that the first road tool object is not shielded by a shielding object;
and controlling to play the reminding audio matched with the first road object.
Optionally, the first frequency may be a fixed frequency or a variable frequency, for example, the first frequency gets faster and faster with time. The flashing light signal can flash a light signal of any color, such as a prominent red light signal. The cue audio may be any audio, such as a predetermined frequency or a variable frequency of a droplet sound. The adjustment to allow the perspective state may be such that the first virtual character can observe the first road furniture object through a wall in a case where a barrier such as a wall exists between the first virtual character and the first road furniture object.
For example, the description continues with a scene of a three-dimensional game. The first account login client controls a first virtual character in a virtual scene to play a game, and the virtual scene comprises other virtual characters controlled by other accounts. The first avatar shoots the first avatar object to hit the second avatar, the second avatar is not dead, the first avatar object moves with the second avatar, as shown in fig. 11, after the second avatar 1102 shoots the first avatar object 1106 to hit the second avatar 1104, the second avatar 1104 hides from the wall, but the first avatar object 1106 is still visible to the first avatar 1102 through the wall.
Of course, what the first virtual character can see is the first item object emitted by the first virtual character, and the first virtual character cannot see the other item objects emitted by the other virtual characters under the condition that the first virtual character is shielded by the shielding object.
Through the embodiment and the method, the effect of improving the control efficiency of the virtual prop is achieved, and meanwhile the effect of the display efficiency of the first prop object is guaranteed.
As an alternative embodiment, adjusting the first barrier object in the first position to a perspective-enabled state so that the first barrier object is not occluded by the obstruction includes:
determining an observation line of sight of a first virtual character when observing a first road furniture object at a first position;
and adjusting the rendering effect of the target shielding object which shields the first road object on the observation visual line so that the first road object presents a perspective special effect relative to the first virtual role.
Optionally, the adjusting the rendering effect of the target obstruction may be to display the contour of the first road object on the target obstruction, so that the first road object can be observed through the target obstruction. Alternatively, a specific icon or shape is displayed on the target obstruction to show the location of the first road furniture object. For example, as shown in FIG. 12, after the first item hits the second avatar 1202, the second avatar 1202 hides from the wall, but a five-pointed star 1204 may be displayed to indicate the location of the first item.
Through the embodiment and the method, the effect of improving the control efficiency of the virtual prop is achieved, and meanwhile the effect of the display efficiency of the first prop object is guaranteed.
As an optional implementation, the controlling the first tacker object to play the reminding audio comprises:
and under the condition that the distance between the fourth virtual character and the first position is smaller than a second threshold value, playing a reminding audio matched with the first road object to the fourth virtual character.
Optionally, the fourth virtual character may be another virtual character except the first virtual character and the second virtual character. After the first virtual character hits the second virtual character by using the first character object, the second virtual character moves with the first character object or the second virtual character dies the first character object and is fixed at a certain position, if the distance from the fourth virtual character to the first character object is smaller than a second threshold value, the fourth virtual character receives the prompt audio. Optionally, after the first avatar transmits the first tacked object, the first avatar may continuously receive the prompt audio sent by the first tacked object in the presence of the first tacked object.
For example, the description continues with a scene of a three-dimensional game. The first account login client controls a first virtual character in a virtual scene to play a game, and the virtual scene comprises other virtual characters controlled by other accounts. As shown in fig. 13, when the second avatar 1302 is hit by the first character, the second avatar 1302 can hear the sound of the first character within a certain range 1306 of the position 1304 of the second avatar 1302. When the fourth avatar 1308 moves within the range 1306, the sound of the first tackling object can be heard, and if the fourth avatar 1308 moves out of the range 1306, the sound of the first tackling object cannot be heard. The closer to the first road object, the louder the sound may be heard by the fourth virtual character 1308.
Through the embodiment and the method, the effect of sending the prompt audio to the fourth virtual character is achieved, and the prompt efficiency of the virtual prop is improved while the effect of improving the control efficiency of the virtual prop is achieved.
As an optional implementation manner, after determining the second position hit by the second prop object, the method further includes:
and controlling the first prop object to disappear from the first position and controlling the second prop object to disappear from the second position under the condition that the distance between the second position and the first position is larger than a first threshold value.
Optionally, the disappearance may be no longer displayed in the virtual scene. It is also possible that the virtual injurious substance is still displayed, but no longer released, and the virtual character entering the target area is no longer harmed. The first track object that is still displayed may change in state. For example, from a complete state to a corrupted state.
For example, the description continues with a scene of a three-dimensional game. The first account login client controls a first virtual character in a virtual scene to play a game, and the virtual scene comprises other virtual characters controlled by other accounts. As shown in fig. 14, after the first avatar ejects the first item to hit the second avatar 1402, the position of the second avatar 1402 is at 1404, and after the first avatar deletes the second item, the first avatar hits the wall 1406, and the distance 1408 between the position 1404 and the position 1406 is greater than the first threshold, so that the first item cannot be triggered by the second item, and both the first item and the second item disappear and are no longer displayed.
Through the embodiment and the method, the effect of improving the display efficiency of the virtual prop is realized while the effect of improving the control efficiency of the virtual prop is realized.
As an optional implementation, after determining the first position hit by the first tackling object, the method further includes:
and controlling the first prop object to disappear from the first position and controlling the second prop object to disappear from the second position under the condition that the target shooting prop ejects the second prop object after the first time period.
Optionally, the disappearance may be no longer displayed in the virtual scene. It is also possible that the virtual injurious substance is still displayed, but no longer released, and the virtual character entering the target area is no longer harmed. The first track object that is still displayed may change in state. For example, from a complete state to a corrupted state.
The first time period may be different time periods set according to different first street furniture objects, or may be a uniform time period. After the first period of time, the ejected first item disappears and no further virtual harmful substance is released, regardless of whether the first item is activated or not.
For example, the description continues with a scene of a three-dimensional game. After the first avatar has ejected the first item, the remaining duration of the first item may be displayed on the client. As shown in countdown 1502 of fig. 15, when the second item is not launched after the countdown is finished, the display of the first item may be cancelled and the first item may not be triggered.
Through the embodiment and the method, the effect of improving the display efficiency of the virtual prop is realized while the effect of improving the control efficiency of the virtual prop is realized.
As an optional embodiment, the triggering of the first tackling object by the second tackling object control to release the virtual injurious substance carried in the first tackling object comprises:
under the condition that the virtual injurious substances carried by the first tackling object are explosive substances, triggering the first tackling object to release the explosive substances so as to enable the virtual character in the first area based on the first position to reduce the life parameter value;
under the condition that the virtual injury substance carried by the first street furniture object is a combustion substance, triggering the first street furniture object to release the combustion substance so as to enable the virtual character in the second area based on the first position to reduce the life parameter value;
under the condition that the virtual damage substances carried by the first tackling object are frozen substances, triggering the first tackling object to release the frozen substances so as to enable the virtual character in the third area based on the first position to reduce the moving speed;
in the event that the virtual injurious substance carried by the first item of clothing is a poison gas-like substance, triggering the first item of clothing to release the poison gas-like substance such that the virtual character in the fourth area based on the first location loses shooting skills.
Optionally, the description continues with the scene of the three-dimensional game. The first account can be selected from the virtual harmful substances carried in the first item before entering a game, as shown in fig. 16, the user can select one or more of a frost bullet, a burning bullet, a poison gas bullet or a blasting bullet through a virtual key 1602, and the first account can be used after entering the game. Of course, the virtual harmful substance may be replenished by a replenishment pack randomly placed during the game.
Through the embodiment and the method, the effect of improving the control efficiency of the virtual prop is achieved.
The prop control method is explained below with reference to specific examples. For example, taking the example of logging in a shooting game through a mobile terminal, the mobile terminal generally refers to a mobile terminal, including but not limited to all handheld portable game devices, displays a virtual scene of the shooting game on the mobile terminal, and controls a first virtual character in the virtual scene to play the game through the mobile terminal. In the game, the first virtual character can shoot bullets by using guns, and in the shooting game, the bullets are used as carriers for injury caused by hot weapons represented by firearms, and the bullets are used for hitting enemies to cause injury. The bullet comprises a common bullet which can injure enemies after hitting enemies, and the bullet also comprises a special bullet which can be a trigger type bullet and explodes after being triggered. The trigger mode is one of damage effective modes, namely after the prop is hit, the prop needs to be activated by other objects to cause damage, and the common damage effective mode in the shooting game is a hit mode, namely, a hit unit can cause damage. Explosion is one of the damage manifestations in shooting games, and is usually caused by flame and shrapnel after explosion, and according to different explosive types, can also cause a variety of damage types such as poison gas, freezing. When the first virtual character is configured with the trigger bullet, the trigger bullet is divided into two bullets, the first bullet is a bullet to be triggered, the shot bullet can cause hit injury, the first bullet is left, the second bullet also hits the bullet and can cause hit injury, and the first bullet can be triggered to explode.
The effect produced after the bullet explosion can be different according to the bullets. The specific effect of the bullet may be configured on a predetermined game interface prior to entry into the game. The configuration interface may be as shown in fig. 16.
The effect of the bullet may be an explosive injury within a certain range, a flame injury within a certain range, a toxic gas injury within a certain range or a freezing injury within a certain range, or a combination of at least two of them. The explosion is a transient injury, which causes the instantaneous life value of the enemy to decline, the flame injury is a continuous injury, the life value of the enemy lasting for a certain time period declines, the toxic gas injury also lasts, the life value of the enemy lasting for a certain time period declines, in addition, in the toxic gas action range, the sight line of the virtual character is influenced, the sighting telescope cannot be opened (under the condition that the sighting telescope is configured on a gun), the freezing injury is a continuous injury, the life value of the enemy lasting for a certain time period declines, and in addition, the moving speed declines in the freezing range. Different bullets have different effects.
The trigger type bullet is through launching first bullet in long-range, and the injury form that first bullet was detonated to the second bullet of long-range preferred launch has guaranteed shooter's security, and very big abundant weapon's playability has improved the control efficiency to the weapon stage property, and the player can also select the most suitable explosive type according to different operation scenes simultaneously, and effective extension tactics is selected, has strengthened player's gaming experience.
The trigger bullet is used upon entry into a game, the first bullet causing a hitting injury and, to be triggered, the second bullet causing a hitting injury and triggering the first bullet. A player controls a first virtual character to aim at a target by using a weapon, after a first bullet is launched to hit a character collision box, a certain magnitude of instantaneous damage is caused to the struck target, the processing of the instantaneous damage is kept consistent with the type of a common bullet, the damage is determined according to parameters such as configuration damage, the position of the player (whether the player is behind a bunker), a hit part, the state of the player (whether a body armor is equipped) and the like, and the final damage is reported to a server. Furthermore, the first bullet (bullet to be fired) is retained in the hit position. If the first bullet hits the enemy, the first bullet can attach to the enemy and move along with the enemy, if the enemy dies, the first bullet stays at the position where the enemy dies, and if the first bullet hits a virtual object in the scene and is not the enemy, the first bullet directly stays on the virtual object. If the first bullet hits the wall, it stays directly on the wall. The first bullet can twinkle red light, and the special effect of the twinkling red light is visible for all people. For the shooter, a model perspective special effect is also superimposed to help the shooter quickly find the position of the first bullet. The shooter can determine the position of the first bullet by observing the perspective special effect of the model. Even if there is a wall between the shooter and the first bullet, the perspective special effect of the model can be observed, and the position of the first bullet can be determined. As shown in fig. 17, fig. 17 shows the first bullet 1702 moving with the enemy 1704, the shooter can view the position of the enemy through the partition. An enemy profile may be displayed, as shown in FIG. 17. The first bullet may also sound after hitting. The sound effect is audible to the enemy player when he enters the first bullet within 15 meters, the sound effect is audible to the launcher at full distance, and the sound may be larger or sharper as the distance is closer. The hit first bullet can be removed, if hitting an enemy, the enemy can remove the bullet by itself, and the enemy cannot remove the bullet by itself unless hitting a special part such as the back, the arm and the like. When the first virtual character launches the second bullet, if the second bullet does not hit, the first bullet disappears, then the sound and the displayed special effect disappear, and the second bullet also disappears because of not hitting. Or after a period of time passes after the first bullet hits, the first bullet disappears, the sound and the displayed special effect disappear immediately, and the second bullet cannot be shot. And if the second bullet hits any enemy or virtual object in the scene, the distance between the second bullet and the hit position of the first bullet is judged. As shown in fig. 18, the second bullet 1806 hits within a certain range 1804 of the hit of the first bullet 1802, and the first bullet 1802 explodes. If the hit position of second bullet 1806 is outside the above range 1804 of the hit position of first bullet 1802, then both first bullet 1802 and second bullet 1806 disappear and are no longer displayed and first bullet 1802 is no longer fired.
Different first bullet explosions have different explosion behaviors, and different effects are generated. For example, a transient explosion bullet may explode directly within a certain range, causing a range of enemy life values to decline, a flame bullet may cause a range of flame burns that last for a period of time, and the enemy (or all avatars entering a range) life values to continue to decline for a period of time. The freezing bullet causes a continuous frost effect within a certain range within a certain period of time, the life value of the enemy (or all the virtual characters entering the certain range) continuously decreases within a certain period of time, the moving speed is reduced, the toxic gas bullet causes a continuous toxic gas effect within a certain range within a certain period of time, the life value of the enemy (or all the virtual characters entering the certain range) continuously decreases within a certain period of time, and the sighting telescope cannot be used. For example, as shown in fig. 19, after a frozen shell 1902 is shot by a first avatar in fig. 19 and the frozen shell is triggered by a second bullet 1904, the first bullet 1902 has an icing effect within a certain range 1906, and may show snowflakes, and if the avatar comes within this range, it is decelerated.
The entire process may be as shown in step S2002 to step S2028 of fig. 20. First, S2002, aiming at a target to shoot a first road object, the target being an enemy, S2004, determining whether the target is hit, and if yes in S2004, damaging the target. Next, at S2008, it is determined whether the target is dead, and if the determination result at S2008 is no, at S2010, a mark is set on the target, and the first position is recorded. S2012, shooting the second prop object again, S2014, recording a second position hit by the second prop object, S2016, determining whether the second position is within a certain range of the first position, if the result of the determination of S2016 is yes, S2018, exploding the first prop object, S2020, determining whether a virtual character exists within the explosion range, if the result of the determination of S2020 is yes, S2022, damaging the virtual character within the explosion range, and ending. In this process, if the determination result in S2004 is no, S2028 sets a flag on the hit obstacle, if the determination result in S2008 is yes, S2026 sets a flag on the position of the target death, if the determination result in S2012 is no, S2024 determines whether or not the timing after the ejection of the first item is ended, if the timing in S2024 is not ended, S2012 is directly ended, if the timing in S2024 is ended, the timing is directly ended, if the determination result in S2016 is no, the timing is directly ended, and if the determination result in S2020 is no, the timing is directly ended.
After the bullet is fired, the hit position is detected using the ray detection principle. When a player fires, the player takes a muzzle as a starting point and then emits a ray, the distance of the ray is arranged by planning, and each weapon is different. For example as shown in fig. 21. Once the ray detects the first target 2102 (including characters and obstacles), information on the hit is returned, and then a determination is made as to whether the character is a virtual character, and if so, the hit location. And if the obstacle is other obstacles, directly determining the position of the hit obstacle. After the second bullet hits the target again, it is also necessary to determine whether the distance between the position hit this time and the position hit last time is smaller than a first threshold. And triggering the first bullet to explode if the conditions are met. When whether the bullet hits the virtual character is detected, the judgment can be carried out by judging whether the ray has an intersection point with the model. An injury detection frame is hung on the upper periphery of each virtual character model, and when the injury detection frame is detected, the collision box of each skeleton in the injury detection frame is detected. Because each skeleton is provided with a detection box, information of a hit part can be obtained when a certain box is detected, and then the mark of the first bullet is directly hung under the child node, so that the mark of the first bullet can move along with the hit part. As shown in fig. 22. For a virtual character 2202, it is provided with a damage detection box 2204 that wraps around the virtual character 2202, and if a bullet hits the damage detection box 2204, the virtual character 2202 is considered to be hit.
It should be noted that, for simplicity of description, the above-mentioned method embodiments are described as a series of acts or combination of acts, but those skilled in the art will recognize that the present invention is not limited by the order of acts, as some steps may occur in other orders or concurrently in accordance with the invention. Further, those skilled in the art should also appreciate that the embodiments described in the specification are preferred embodiments and that the acts and modules referred to are not necessarily required by the invention.
According to another aspect of the embodiment of the invention, the invention further provides a prop control device for implementing the prop control method. As shown in fig. 23, the apparatus includes:
a first determination unit 2302 for determining a first position hit by the first tackling object in a case where the first virtual character ejects the first tackling object using the target shooting prop;
a second determining unit 2304, configured to determine a second position hit by a second prop object when the target shooting prop ejects the second prop object associated with the first prop object within the first time period;
and a processing unit 2306, configured to trigger the first item of furniture by controlling the second item of furniture to release a virtual harmful substance carried in the first item of furniture if the distance between the second position and the first position is smaller than the first threshold, where the virtual harmful substance is used to harm a virtual character entering the target area in the second time period.
Optionally, the prop control device may be applied to, but not limited to, a process of using a virtual scene to perform a battle, for example, in a game, in a simulation training. The game may include, but is not limited to, at least one of: two-dimensional (2D) games, Three-dimensional (3D) games, Virtual Reality (VR) games, Augmented Reality (AR) games, and Mixed Reality (MR) games, which may be, but not limited to, first person games or third person games. Alternatively, the game may be a shooting game, which includes, but is not limited to, a first person shooting game, a third person shooting game, and the like, including, but not limited to, all games that use hot weapons for remote attacks. The simulation training may be implemented by, but not limited to, Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). Especially, the training in dangerous fields, such as military exercise simulation training, can be carried out, and the danger coefficient of the training can be reduced.
Taking a game as an example, in the game, under the condition that a first virtual character uses a target shooting prop to shoot a first item, a first position hit by the first item is determined, and under the condition that the target shooting prop shoots a second item related to the first item in a first time period, a second position hit by the second item is determined, wherein the first position and the second position can be the same or different. And under the condition that the distance between the second position and the first position is smaller than a first threshold value, controlling and triggering the first item object through the second item object so as to release virtual injury substances carried in the first item object. That is to say, after the second prop object is ejected, if the distance between the second position of the second prop object and the first position of the first prop object is smaller than the first threshold value, the virtual prop does not need to be controlled to attack, and the virtual harmful substance in the first prop object can be released to attack, so that the control efficiency of the virtual prop is improved.
For other examples of this embodiment, please refer to the above examples, which are not described herein.
According to another aspect of the embodiment of the present invention, there is also provided an electronic device for implementing the prop control method, where the electronic device may be a terminal device or a server shown in fig. 24. The present embodiment takes the electronic device as an example for explanation. As shown in fig. 24, the electronic device comprises a memory 2402 and a processor 2404, the memory 2402 stores a computer program, and the processor 2404 is configured to execute the steps of any one of the above method embodiments by the computer program.
Optionally, in this embodiment, the electronic device may be located in at least one network device of a plurality of network devices of a computer network.
Optionally, in this embodiment, the processor may be configured to execute the following steps by a computer program:
determining a first position hit by a first road object under the condition that the first virtual character uses a target shooting prop to shoot the first road object;
determining a second position hit by a second prop object under the condition that the target shooting prop ejects the second prop object associated with the first prop object in a first time period;
and under the condition that the distance between the second position and the first position is smaller than a first threshold value, controlling and triggering the first item of equipment through the second item of equipment to release virtual injury substances carried in the first item of equipment, wherein the virtual injury substances are used for injuring virtual characters entering the target area in a second time period.
Alternatively, it can be understood by those skilled in the art that the structure shown in fig. 24 is only an illustration, and the electronic device may also be a terminal device such as a smart phone (e.g., an Android phone, an iOS phone, etc.), a tablet computer, a palmtop computer, a Mobile Internet Device (MID), a PAD, and the like. Fig. 24 is a diagram illustrating a structure of the electronic device. For example, the electronics may also include more or fewer components (e.g., network interfaces, etc.) than shown in FIG. 24, or have a different configuration than shown in FIG. 24.
The memory 2402 may be used to store software programs and modules, such as program instructions/modules corresponding to the prop control method and apparatus in the embodiments of the present invention, and the processor 2404 executes various functional applications and data processing by running the software programs and modules stored in the memory 2402, that is, implements the prop control method. The memory 2402 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 2402 can further include memory located remotely from the processor 2404, which can be connected to the terminal over a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof. The storage 2402 may be specifically, but not limited to, used for storing various items of information in a virtual scene. As an example, as shown in fig. 24, the memory 2402 may include, but is not limited to, a first determining unit 2302, a second determining unit 2304 and a processing unit 2306 of the prop control device. In addition, the device may further include, but is not limited to, other module units in the prop control device, which is not described in detail in this example.
Optionally, the transmission device 2406 is used for receiving or sending data via a network. Examples of the network may include a wired network and a wireless network. In one example, the transmission device 2406 includes a Network adapter (NIC) that can be connected to a router via a Network cable and other Network devices to communicate with the internet or a local area Network. In one example, the transmission 2406 is a Radio Frequency (RF) module, which is used to communicate with the internet in a wireless manner.
In addition, the electronic device further includes: a display 2408, configured to display a virtual scene in which the first virtual character is located; and a connection bus 2410 for connecting the respective module components in the electronic apparatus.
In other embodiments, the terminal device or the server may be a node in a distributed system, where the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting a plurality of nodes through a network communication. Nodes can form a Peer-To-Peer (P2P, Peer To Peer) network, and any type of computing device, such as a server, a terminal, and other electronic devices, can become a node in the blockchain system by joining the Peer-To-Peer network.
According to an aspect of the application, a computer program product or computer program is provided, comprising computer instructions, the computer instructions being stored in a computer readable storage medium. A processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to cause the computer device to execute the prop control method, wherein the computer program is configured to execute the steps in any of the method embodiments described above when executed.
Alternatively, in the present embodiment, the above-mentioned computer-readable storage medium may be configured to store a computer program for executing the steps of:
determining a first position hit by a first road object under the condition that the first virtual character uses a target shooting prop to shoot the first road object;
determining a second position hit by a second prop object under the condition that the target shooting prop ejects the second prop object associated with the first prop object in a first time period;
and under the condition that the distance between the second position and the first position is smaller than a first threshold value, controlling and triggering the first item of equipment through the second item of equipment to release virtual injury substances carried in the first item of equipment, wherein the virtual injury substances are used for injuring virtual characters entering the target area in a second time period.
Alternatively, in this embodiment, a person skilled in the art may understand that all or part of the steps in the methods of the foregoing embodiments may be implemented by a program instructing hardware associated with the terminal device, where the program may be stored in a computer-readable storage medium, and the storage medium may include: flash disks, Read-Only memories (ROMs), Random Access Memories (RAMs), magnetic or optical disks, and the like.
The above-mentioned serial numbers of the embodiments of the present invention are merely for description and do not represent the merits of the embodiments.
The integrated unit in the above embodiments, if implemented in the form of a software functional unit and sold or used as a separate product, may be stored in the above computer-readable storage medium. Based on such understanding, the technical solution of the present invention may be substantially or partially implemented in the prior art, or all or part of the technical solution may be embodied in the form of a software product stored in a storage medium, and including instructions for causing one or more computer devices (which may be personal computers, servers, or network devices) to execute all or part of the steps of the method according to the embodiments of the present invention.
In the above embodiments of the present invention, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the several embodiments provided in the present application, it should be understood that the disclosed client may be implemented in other manners. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one type of division of logical functions, and there may be other divisions when actually implemented, for example, a plurality of units or components may be combined or may be integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, units or modules, and may be in an electrical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The foregoing is only a preferred embodiment of the present invention, and it should be noted that, for those skilled in the art, various modifications and decorations can be made without departing from the principle of the present invention, and these modifications and decorations should also be regarded as the protection scope of the present invention.

Claims (15)

1. A method of controlling a asset, comprising:
under the condition that a first virtual character uses a target shooting prop to shoot a first tackling object, determining a first position hit by the first tackling object;
determining a second position hit by a second prop object when the target shooting prop ejects the second prop object associated with the first prop object within a first time period;
and under the condition that the distance between the second position and the first position is smaller than a first threshold value, controlling and triggering the first item of furniture through the second item of furniture to release virtual injury substances carried in the first item of furniture, wherein the virtual injury substances are used for generating injury to virtual characters entering a target area in a second time period.
2. The method of claim 1, wherein determining the first location hit by the first tacker object comprises:
determining the current position of a second virtual role as the first position under the condition that the first prop object hits the second virtual role, wherein the current position is the position of the second virtual role under the condition that the second prop object hits the second position;
and determining the position of the virtual object as the first position when the first road tool object hits the virtual object.
3. The method of claim 2, wherein determining the current location of the second virtual character as the first location if the first tackling object hits the second virtual character comprises:
obtaining the residual life parameter value after the second virtual role is hit;
determining the current position of the second virtual role as the first position under the condition that the residual life parameter value is larger than zero;
and under the condition that the residual life parameter value reaches zero, determining the position of the second virtual character where the residual life parameter value reaches zero as the first position.
4. The method of claim 2, wherein after determining the current location of the second virtual character as the first location, further comprising:
and in response to a removal operation performed by a third virtual character on the first road furniture object, removing the first road furniture object at the first position.
5. The method of claim 2, wherein after determining the current location of the second virtual character as the first location, further comprising:
in a case where the first location is located in a target site area of the second virtual character, not allowing the second virtual character to tear down the first tacked object in response to a tear-down operation performed by the second virtual character on the first tacked object;
allowing the second virtual character to tear down the first tackling object in response to a tear down operation performed by the second virtual character on the first tackling object if the first location is in a non-target location area of the second virtual character.
6. The method of claim 1, further comprising, after determining the first location hit by the first tacker object, at least one of:
controlling the first tackling object to flash a light signal at a first frequency at the first location;
adjusting the first road furniture object in the first position to a perspective allowing state so that the first road furniture object is not shielded by a shielding object;
and controlling to play a reminding audio matched with the first road object.
7. The method of claim 6, wherein the adjusting the first headwear object in the first position to a perspective-enabled state such that the first headwear object is not occluded by an obstruction comprises:
determining an observation line of sight of the first virtual character when observing the first road gear object at the first position;
and adjusting the rendering effect of a target shelter for sheltering the first road object on the observation visual line so as to enable the first road object to present a perspective special effect relative to the first virtual role.
8. The method of claim 6, wherein the controlling the first tacker object to play a reminder audio comprises:
and under the condition that the distance between a fourth virtual character and the first position is smaller than a second threshold value, the reminding audio matched with the first road object is played to the fourth virtual character.
9. The method of claim 1, further comprising, after said determining the second location at which the second prop object hits:
and controlling the first prop object to disappear from the first position and controlling the second prop object to disappear from the second position under the condition that the distance between the second position and the first position is larger than a first threshold value.
10. The method of claim 1, further comprising, after the determining the first location hit by the first tacker object:
and controlling the first prop object to disappear from the first position and controlling the second prop object to disappear from the second position under the condition that the target shooting prop ejects the second prop object after the first time period.
11. The method according to any one of claims 1 to 10, wherein the triggering of the first tacker object by the second tacker object control to release virtual injurious substances carried in the first tacker object comprises:
triggering the first bedding object to release the explosive substances under the condition that the virtual injurious substances carried by the first bedding object are the explosive substances, so that the virtual characters in a first area based on the first position reduce the life parameter values;
triggering the first item of clothing to release a combustion-type substance in the event that the virtual injurious substance carried by the first item of clothing is the combustion-type substance, so as to lower a vital parameter value for a virtual character in a second region based on the first location;
triggering the first tackling object to release the frozen type substances so as to reduce the moving speed of the virtual character in a third area based on the first position under the condition that the virtual injurious substances carried by the first tackling object are the frozen type substances;
triggering the first item of clothing to release a toxic gas-like substance if the virtual injurious substance carried by the first item of clothing is the toxic gas-like substance, such that a virtual character in a fourth area based on the first location loses shooting skills.
12. A ballast control apparatus, comprising:
the first determining unit is used for determining a first position hit by a first tackling object under the condition that the first virtual character jets the first tackling object by using a target shooting prop;
the second determining unit is used for determining a second position hit by a second prop object when the target shooting prop ejects the second prop object associated with the first prop object in a first time period;
the processing unit is used for controlling and triggering the first item of equipment through the second item of equipment to release virtual harmful substances carried in the first item of equipment under the condition that the distance between the second position and the first position is smaller than a first threshold value, wherein the virtual harmful substances are used for damaging virtual characters entering a target area in a second time period.
13. The apparatus of claim 12, wherein the processing unit comprises:
the first trigger module is used for triggering the first tackling object to release the explosive substances under the condition that the virtual injurious substances carried by the first tackling object are the explosive substances, so that the virtual character in a first area based on the first position is reduced in the life parameter value;
the second triggering module is used for triggering the first tackling object to release the combustion type substances under the condition that the virtual damage substances carried by the first tackling object are the combustion type substances, so that the virtual roles in a second area based on the first position reduce the life parameter values;
the third triggering module is used for triggering the first tackling object to release the frozen substances under the condition that the virtual damage substances carried by the first tackling object are the frozen substances, so that the movement speed of the virtual character in a third area based on the first position is reduced;
a fourth triggering module, configured to, if the virtual injury substance carried by the first tackling object is a toxic gas substance, trigger the first tackling object to release the toxic gas substance, so that the virtual character in a fourth area based on the first location loses shooting skills.
14. A computer-readable storage medium, comprising a stored program, wherein the program when executed performs the method of any of claims 1 to 11.
15. An electronic device comprising a memory and a processor, characterized in that the memory has stored therein a computer program, the processor being arranged to execute the method of any of claims 1 to 11 by means of the computer program.
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