CN115645916A - Control method, device and product of virtual object group in virtual scene - Google Patents

Control method, device and product of virtual object group in virtual scene Download PDF

Info

Publication number
CN115645916A
CN115645916A CN202211366359.1A CN202211366359A CN115645916A CN 115645916 A CN115645916 A CN 115645916A CN 202211366359 A CN202211366359 A CN 202211366359A CN 115645916 A CN115645916 A CN 115645916A
Authority
CN
China
Prior art keywords
virtual
virtual object
group
object group
attack
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN202211366359.1A
Other languages
Chinese (zh)
Inventor
车驰
吴松泽
石凌轩
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Wuming Technology Hangzhou Co ltd
Original Assignee
Wuming Technology Hangzhou Co ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Wuming Technology Hangzhou Co ltd filed Critical Wuming Technology Hangzhou Co ltd
Priority to CN202211366359.1A priority Critical patent/CN115645916A/en
Publication of CN115645916A publication Critical patent/CN115645916A/en
Priority to PCT/CN2023/127910 priority patent/WO2024093940A1/en
Pending legal-status Critical Current

Links

Images

Classifications

    • 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
    • A63F13/822Strategy games; Role-playing games

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The application discloses a method, a device and a product for controlling a virtual object group in a virtual scene, and relates to the field of human-computer interaction. The method comprises the following steps: displaying a virtual object group in a virtual scene; receiving a fight control operation on a virtual object group; and responding to the fight control operation, and displaying attack animations that a plurality of panelist virtual objects in a plurality of virtual object groups attack the virtual objects by the enemies in a target array and corresponding virtual fight modes. On one hand, as the virtual object group comprises more than two virtual object groups belonging to different types, the number of formed target matrix types and the virtual fighting mode are improved, thereby enriching the control mode of the player in controlling the virtual object group to fight; on the other hand, the virtual object group, that is, more than two virtual object groups belonging to different types can be controlled simultaneously by the fight control operation, so that the control efficiency of the virtual object group when the player participates in the game match is improved.

Description

Control method, device and product of virtual object group in virtual scene
Technical Field
The embodiment of the application relates to the field of human-computer interaction, in particular to a method, a device and a product for controlling a virtual object group in a virtual scene.
Background
In applications that support virtual scenarios, for example: in a tactical sports game, a player can control not only a single virtual object (i.e., one virtual character) to play against, but also a plurality of virtual objects to play against at the same time.
In the related art, a player can control the virtual object groups to form different formations to move in a virtual scene or to fight against other virtual objects.
However, the control mode of the virtual object group is single, and the human-computer interaction efficiency is low.
Disclosure of Invention
The embodiment of the application provides a method, a device and a product for controlling a virtual object group in a virtual scene, which enrich the control mode of the virtual object group and improve the human-computer interaction efficiency, and the technical scheme is as follows:
in one aspect, a method for controlling a virtual object group in a virtual scene is provided, where the method includes:
displaying a virtual object group in a virtual scene, wherein the virtual object group comprises a plurality of virtual object groups, the virtual object groups are object groups consisting of a plurality of member virtual objects of the same type, and the virtual objects of different virtual object types have different corresponding virtual fighting modes in the virtual scene;
receiving a fight control operation on the virtual object group, wherein the fight control operation is used for indicating that a plurality of virtual object groups in the virtual object group are controlled to fight in a target array type, and the target array type is used for indicating arrangement positions of the plurality of virtual object groups in the virtual object group;
and responding to the fight control operation, and displaying attack animations that a plurality of panelist virtual objects in the virtual object groups attack the virtual objects by the enemies in the target formation and the corresponding virtual fight modes.
In another aspect, there is provided an apparatus for controlling a set of virtual objects in a virtual scene, the apparatus comprising:
the virtual object group comprises a plurality of virtual object groups, wherein each virtual object group is an object group consisting of a plurality of panelist virtual objects of the same kind, and the virtual objects of different virtual object types have different corresponding virtual fighting modes in the virtual scene;
a receiving module, configured to receive a fight control operation on the virtual object group, where the fight control operation is used to instruct a plurality of virtual object groups in the virtual object group to be controlled to perform cooperative fight in a target array, and the target array is used to instruct arrangement positions of the plurality of virtual object groups in the virtual object group;
the display module is further used for responding to the fight control operation and displaying attack animations that a plurality of panelist virtual objects in the virtual object groups attack the virtual objects in a manner that the target formations and the corresponding virtual fight modes respectively correspond to the virtual objects.
In another aspect, a computer device is provided, which includes a processor and a memory, where at least one instruction, at least one program, a set of codes, or a set of instructions is stored in the memory, and the at least one instruction, the at least one program, the set of codes, or the set of instructions is loaded and executed by the processor to implement the method for controlling a set of virtual objects in a virtual scene as in any one of the above embodiments.
In another aspect, a computer-readable storage medium is provided, in which at least one instruction, at least one program, a set of codes, or a set of instructions is stored, which is loaded and executed by a processor to implement the method for controlling a set of virtual objects in a virtual scene as in any one of the above embodiments.
In another aspect, a computer program product or computer program is provided, the computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions to make the computer device execute the control method of the virtual object group in the virtual scene in any of the above embodiments.
The beneficial effects that technical scheme that this application embodiment brought include at least:
controlling a plurality of virtual object groups in the virtual object group to cooperate with a target formation and respective corresponding virtual fighting modes to fight by receiving fighting control operation on the virtual object group, and displaying corresponding attack animations that enemies attack the virtual objects; on one hand, as the virtual object group comprises more than two virtual object groups belonging to different types, the number of formed target matrix types and the virtual fighting mode are improved, thereby enriching the control mode of the player in controlling the virtual object group to fight; on the other hand, the virtual object group, that is, more than two virtual object groups belonging to different types can be controlled simultaneously by the fight control operation, so that the control efficiency of the virtual object group when the player participates in the game match is improved.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the description below are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings without creative efforts.
Fig. 1 is a block diagram of a terminal according to an exemplary embodiment of the present application;
FIG. 2 is a schematic illustration of an implementation environment provided by an exemplary embodiment of the present application;
FIG. 3 is a flowchart of a method for controlling a set of virtual objects in a virtual scene according to an exemplary embodiment of the present application;
FIG. 4 is a schematic illustration of an interface display for a three-segment array provided by an exemplary embodiment of the present application;
FIG. 5 is a schematic illustration of an interface display of a wedge array provided in an exemplary embodiment of the present application;
FIG. 6 is a schematic illustration of an arrangement location provided by an exemplary embodiment of the present application;
FIG. 7 is a flowchart of a method for controlling a set of virtual objects in a virtual scene according to another exemplary embodiment of the present application;
FIG. 8 is a schematic illustration of an interface display of a first virtual object group provided by another exemplary embodiment of the present application;
FIG. 9 is a flowchart of a method for controlling a set of virtual objects in a virtual scene according to another exemplary embodiment of the present application;
FIG. 10 is a schematic illustration of an interface display of a virtual rider object provided in an exemplary embodiment of the present application;
FIG. 11 is a schematic illustration of an interface display of a second virtual object group provided by an exemplary embodiment of the present application;
FIG. 12 is a schematic illustration of an interface display of another second group of virtual objects provided by an exemplary embodiment of the present application;
FIG. 13 is a schematic illustration of an interface display of another second group of virtual objects provided by an exemplary embodiment of the present application;
fig. 14 is a block diagram illustrating a structure of a control apparatus for a virtual object group in a virtual scene according to an exemplary embodiment of the present application;
fig. 15 is a block diagram illustrating a structure of a control apparatus for a virtual object group in a virtual scene according to another exemplary embodiment of the present application;
fig. 16 is a block diagram of a terminal according to an exemplary embodiment of the present application.
Detailed Description
To make the purpose, technical solutions and advantages of the present application clearer, the following will describe embodiments of the present application in further detail with reference to the accompanying drawings, and it is obvious that the described embodiments are some, but not all embodiments of the present application. 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 application.
The terms "first," "second," and the like, in this application are used for distinguishing between similar items and items that have substantially the same function or similar functionality, and it is to be understood that "first" and "second" do not have a logical or temporal dependency or limitation on the number or order of execution.
First, terms referred to in the embodiments of the present application will be briefly described.
Virtual object: refers to a virtual character that can move in a virtual scene, and the movable object is a virtual character, a virtual animal, an animation character, and the like. The virtual object is an avatar in the virtual scene for representing the user. The virtual scene comprises a plurality of virtual objects, and each virtual object has a shape and a volume in the virtual scene and occupies a part of space in the virtual scene. Optionally, the virtual object is a Character controlled by operating on the client, or an Artificial Intelligence (AI) set in the virtual environment by training, or a Non-Player Character (NPC) set in the virtual scene. Optionally, the virtual object is a virtual character playing a game in a virtual scene. Optionally, the number of virtual objects in the virtual scene is preset, or is dynamically determined according to the number of clients joining the virtual scene, which is not limited in this embodiment of the application.
Virtual props: refers to a prop that a virtual object in a virtual scene may use. Taking shooting games as an example, the shooting games are provided with a throwing object prop, a virtual emitter and other shooting props, wherein the virtual emitter is an object emitted by the virtual emitter when the virtual emitter executes emission operation, the throwing object prop and the shooting props can injure the hit virtual object, and the shooting games are also provided with skill props such as virtual chips and the like, so that the operation authorities corresponding to the virtual objects of the equipment can be given. The virtual props can also assist the virtual objects in achieving a certain purpose, for example, the virtual smoke cartridge can assist the virtual objects in obscuring the figure. It should be noted that the type of the virtual item is not limited in the embodiment of the present application.
Tactical competitive game: the game is a game in which at least two virtual objects compete in a single-play battle mode in a virtual environment. The virtual object achieves the purpose of survival in the virtual environment by avoiding attacks initiated by other virtual objects and dangers (such as poison gas circles, marshlands and the like) existing in the virtual environment, when the life value of the virtual object in the virtual environment is zero, the life of the virtual object in the virtual environment is ended, and the virtual object which finally survives in the virtual environment is a winner. Optionally, each client may control one or more virtual objects in the virtual environment, with the time when the first client joins the battle as a starting time and the time when the last client exits the battle as an ending time. Optionally, the competitive mode of the battle may include a single battle mode, a double group battle mode or a multi-person group battle mode, and the competitive mode is not limited in the embodiment of the application.
Virtual object group: the method refers to a group created in a virtual environment by a player controlling a virtual object, and is named as a virtual army. The group comprises at least one member virtual object, the member virtual object for creating the group is the group leader of the group, and is responsible for managing the affairs of the group or organizing the group to fight with other groups in a virtual environment. The game is provided with an army task, the army task needs to be completed by cooperation of the virtual objects of the members in the virtual army, when the army task is completed, the virtual army obtains army rewards, and each virtual object of the members in the virtual army also obtains the rewards. The military band can attract more members by improving the grade, and the size of the military band is further enlarged.
In an application program that supports virtual scenes, for example: in a tactical sports game, a player can control not only a single virtual object (i.e., one virtual character) to play against but also a plurality of virtual objects to play against at the same time. In the related art, a player can control the virtual object groups to form different formations to move in a virtual scene or to fight against other virtual objects. However, the control mode of the virtual object group is single, and the human-computer interaction efficiency is low.
The control method for the virtual object in the virtual scene provided by the embodiment of the application can display the virtual object group in the virtual scene, and the virtual object group comprises a plurality of virtual object groups; by receiving the fight control operation on the virtual object group, a plurality of virtual object groups in the virtual object group are controlled to fight in a target array and a corresponding virtual fight mode, and the attack animation of the corresponding enemy attacking the virtual object is displayed. The control method for the virtual object group in the virtual scene obtained in the embodiment of the present application can be applied to various game scenes such as a hand-game scene and an end-game scene, which are not limited in the embodiment of the present application.
Fig. 1 shows a block diagram of an electronic device according to an exemplary embodiment of the present application. The electronic device 100 includes: an operating system 120 and application programs 122.
Operating system 120 is the base software that provides applications 122 with secure access to computer hardware.
Application 122 is an application that supports a virtual environment. Optionally, application 122 is an application that supports a three-dimensional virtual environment. The application 122 may be any one of a virtual reality application, a three-dimensional map program, a self-propelled chess game, an educational game, a Third-Person Shooting game (TPS), a First-Person Shooting game (FPS), a Multiplayer Online tactical sports game (MOBA), and a Multiplayer gunfight survival game. The application 122 may be a stand-alone application, such as a stand-alone three-dimensional game program, or may be a network-connected application.
Next, an implementation environment related to the embodiment of the present application is described, and please refer to fig. 2 schematically, in which a terminal 210, a server 220, and a communication network 230 are related, where the terminal 210 and the server 220 are connected through the communication network 230.
The terminal 210 supports displaying various interfaces in the target application. Illustratively, the terminal 210 displays a virtual scene through a target application program, where the virtual scene includes a virtual object group, a virtual item, and the like; the virtual object group displayed in the virtual scene comprises a plurality of virtual object groups, one virtual object group consists of a plurality of member virtual objects of the same type, the types of the corresponding virtual objects among different candidate virtual object groups are different, and the corresponding virtual fighting modes of the virtual objects of different virtual object types in the virtual scene are different.
After receiving the fight control operation on the virtual object group, the terminal 210 sends a control instruction corresponding to the control operation and display information (for example, the number and the types of a plurality of virtual object groups) of the current virtual object group to the server 220, and after receiving the control instruction and the display information, the server 220 controls the plurality of virtual object groups in the virtual object group to fight in a target format and a respective corresponding virtual fight manner according to the control instruction and the display information, so as to attack an enemy on the virtual object; and the attack animation attacking the enemy virtual object is fed back to the terminal 210, and the attack animation is displayed by the terminal 210.
It should be noted that the above terminals include but are not limited to mobile terminals such as mobile phones, tablet computers, portable laptop computers, intelligent voice interaction devices, intelligent appliances, and vehicle-mounted terminals, and can also be implemented as desktop computers; the server may be an independent physical server, a server cluster or a distributed system formed by a plurality of physical servers, or a cloud server providing basic cloud computing services such as cloud service, a cloud database, cloud computing, a cloud function, cloud storage, network service, cloud communication, middleware service, domain name service, security service, content Delivery Network (CDN), big data and an artificial intelligence platform.
The Cloud technology (Cloud technology) is a hosting technology for unifying a series of resources such as hardware, application programs, networks and the like in a wide area network or a local area network to realize calculation, storage, processing and sharing of data.
In some alternative embodiments, the server may also be implemented as a node in a blockchain system.
It should be noted that, before collecting the relevant data of the user and in the process of collecting the relevant data of the user, the present application may display a prompt interface, a popup window, or output voice prompt information, where the prompt interface, the popup window, or the voice prompt information is used to prompt the user to currently collect the relevant data, so that the present application only starts to execute the relevant step of obtaining the relevant data of the user after obtaining the confirmation operation sent by the user to the prompt interface or the popup window, otherwise (that is, when the confirmation operation sent by the user to the prompt interface or the popup window is not obtained), the relevant step of obtaining the relevant data of the user is ended, that is, the relevant data of the user is not obtained. In other words, all user data collected in the present application is collected under the approval and authorization of the user, and the collection, use and processing of the relevant user data need to comply with relevant laws and regulations and standards of relevant countries and regions.
With reference to the above description and implementation environment, a method for controlling a virtual object group in a virtual scene provided in an embodiment of the present application is described, please refer to fig. 3, which shows a flowchart of a method for controlling a virtual object group in a virtual scene provided in an exemplary embodiment of the present application, and is described by taking as an example that the method is applied to a terminal shown in fig. 2, as shown in fig. 3, the method includes:
step 301, displaying a virtual object group in a virtual scene.
The virtual object group comprises a plurality of virtual object groups, wherein each virtual object group is an object group consisting of a plurality of member virtual objects of the same type, and the virtual objects of different virtual object types have different corresponding virtual match modes in the virtual scene.
The virtual scene refers to a virtual scene displayed (or provided) when an application program (such as a tactical sports application program) runs on the terminal. The virtual scene is a semi-simulation semi-fictional virtual environment or a pure fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, which is not limited in the present application.
Optionally, the virtual object type is used to indicate a type of the member virtual object, and illustratively, a virtual object group includes member virtual objects of the same type, and the virtual object type is determined according to the type of the member virtual object. For example: the virtual object group is realized as a virtual canard soldier object group, and the member virtual object is a virtual canard soldier object; or, the virtual object group is realized as a virtual long handle object group, and the member virtual object is a virtual long handle object; alternatively, the virtual object group is implemented as a virtual hound object group, and the member virtual object is a virtual hound object, etc., which are only illustrative examples, and the present application does not limit the present invention.
Alternatively, the virtual object group is an object group composed of a plurality of different kinds of virtual object groups. Illustratively, a virtual object crowd may include a virtual cutman object group, a virtual slot arm object group, and a virtual slot arm object group.
Optionally, the virtual fight mode of the virtual object refers to a mode that an enemy of the virtual object damages the virtual object, and the virtual fight mode is composed of props equipped by the virtual object and skills of the virtual object. Illustratively, if the virtual object is implemented as a virtual infantry object equipped with a virtual knife and a virtual shield, the virtual knife damages an enemy virtual object within a certain distance range through actions such as chopping and chopping, and the virtual shield resists the damage of the enemy virtual object to the virtual object, and the virtual infantry object has passive triggering skills, such as: when the life value is lower than the threshold value, the damage value of the virtual knife to the enemy to the virtual object is increased; or, when the casualty rate of the member virtual objects in the virtual object group is higher than the preset percentage, the damage value of the virtual knife to the virtual object may increase.
Optionally, the display manner of the virtual object group includes at least one of the following cases:
1. a virtual object group is selected from a plurality of candidate virtual object groups.
Optionally, displaying a selection configuration interface, wherein the selection configuration interface comprises a plurality of candidate virtual object groups; in response to receiving a selection operation of a virtual object group in the candidate virtual object groups, displaying the virtual object group in the virtual scene.
Illustratively, before the game is played, or during the game, the game is played, wherein the game interface displays a selection interface of the virtual object group, the selection interface includes a plurality of candidate virtual object groups that can be selected by the player, and the player can select one of the candidate virtual object groups as a target virtual object group, that is, a virtual object group in the virtual scene.
2. And combining at least two virtual object groups from the candidate virtual object groups to obtain a virtual object group.
Optionally, a combined configuration interface is displayed, wherein the combined configuration interface comprises a plurality of candidate virtual object groups; in response to receiving a selection operation of at least two virtual object groups of the plurality of candidate virtual object groups, displaying a virtual object group in the virtual scene.
Illustratively, before the game is played, or during the game playing process, a combination configuration interface of the virtual object groups is displayed in the game interface, a plurality of candidate virtual object groups which can be selected by the player are included on the combination configuration interface, and the player can select at least two of the candidate virtual object groups to combine into a target virtual object group, that is, a virtual object group in the virtual scene.
Optionally, the candidate virtual object group should have a combination configuration permission and a combination configuration range, the combination configuration permission is used for indicating that the candidate virtual object group can be combined (that is, the candidate virtual object group can form a virtual object group with other candidate virtual object groups, and the candidate virtual object group without the combination configuration permission cannot form the virtual object group), and the combination configuration range is used for indicating other specified candidate virtual object groups which can be combined with the candidate virtual object group to form the virtual object group; illustratively, the combined configuration interface includes: when the virtual object group 1 is selected, if the virtual object group 1 has a combination configuration authority, the virtual object groups that can be combined corresponding to the virtual object group 1 can be displayed as the virtual object group 2 and the virtual object group 3, and the remaining virtual object group 4 cannot be combined with the virtual object group 1.
Optionally, in the combined configuration interface, the number of panelist virtual objects in the selected virtual object group may also be configured.
3. Combining a first virtual object group controlled by a current terminal with a second virtual object group controlled by another terminal Obtaining a virtual object group
Optionally, the first virtual object group and the second virtual object group are of different kinds.
Optionally, a virtual object group combination request is received, where the virtual object group combination request is used to request that a first virtual object group controlled by a current terminal is combined with a second virtual object group controlled by another terminal to obtain a virtual object group; and in response to receiving a combination instruction, displaying the virtual object group in the virtual scene, wherein the combination instruction is used for indicating that other terminals approve the virtual object group combination request.
Illustratively, in the process of target match-making, if the master virtual object controlled by the player (i.e., representing the player virtual character) is eliminated or the number of the virtual object groups controlled by the player is smaller than the threshold value, which results in that the target formation cannot be formed, a combination request may be initiated to the teammates, i.e., the combination request is combined with the virtual object groups controlled by the teammates to form a virtual object group, and if other players agree with the request, the virtual object group is formed and displayed in the virtual scene.
Step 302, receiving a fight control operation for a group of virtual objects.
The fighting control operation is used for instructing and controlling the plurality of virtual object groups in the virtual object group to carry out cooperative fighting in a target array type, and the target array type is used for indicating the arrangement positions of the plurality of virtual object groups in the virtual object group.
Optionally, the determining of the target matrix comprises one of the following:
the first method is as follows: the target pattern is determined by a receive pattern configuration operation.
Optionally, an array configuration operation is received, where the array configuration operation is used to configure arrangement positions of the plurality of virtual object groups in the virtual object group, so as to obtain a target array.
The configuration operation may be an operation outside the virtual pair office or an operation inside the virtual pair office.
Illustratively, before starting a target game, a player may combine a plurality of virtual object groups on a configuration interface to obtain a target game, and when the player enters the target game, a virtual object group is displayed on a game interface in the target game; or, the candidate formations recommended by the system are displayed on the formation configuration interface, and the player can select the candidate formations so as to determine the target formations.
Or when the player enters the target game, the virtual object group can be displayed on the game interface in a default format or a target format configured in advance, and the player can switch the target format according to the real-time battle conditions of the target game. Wherein the switching operation may be implemented as at least one of:
(1) At least two array icons recommended by a system are displayed in the target game interface, and the array of the virtual object group is switched by receiving the selection operation of a target switching icon in the at least two array icons.
Illustratively, the virtual object group consists of a virtual cutman object group, a virtual long cuter object group and a virtual long gunner object group, and the array recommended by the virtual object group system comprises a three-section array and a wedge-shaped array.
Referring to fig. 4, fig. 4 is a schematic diagram of an interface when virtual object groups are arranged in a three-segment array, in the interface 400, the virtual object groups are arranged in a rectangle, and a first row is a virtual troffer object group, a second row is a virtual stockman object group, and a third row is a virtual stockman object group. Optionally, three rows of virtual object groups in the three-segment array can attack virtual objects of an enemy at the same time, and different attack effects can be brought because of different virtual props of respective equipment, for example: the panelist virtual cutman object may use the virtual shield to unbalance the enemy virtual object, the panelist virtual longkeepers object may use the virtual longkeepers to attack the plurality of enemy virtual objects, and the panelist virtual longkeepers object may cause the hit enemy virtual object to be more harmed by the virtual object group.
Referring to fig. 5, fig. 5 is a schematic diagram of an interface when virtual object groups are arranged in a wedge array, in which the virtual object groups are arranged in a triangle and virtual barnacle object groups are located toward the vertex and both sides of the triangle of the enemy virtual object 501 in the interface 500. Optionally, when the virtual object group is controlled to attack the enemy virtual object, the matrix enables the member virtual long gunner object to attack more enemy virtual objects preferentially, and since the virtual long gunner object can enable the hit enemy virtual object to be damaged more by the virtual object group, other virtual object groups obtain higher output.
Optionally, icons corresponding to the three-segment array and the wedge array are displayed on the game play interface, and a corresponding array type arrangement schematic diagram is displayed on the icons. In game play, if the array type of the current virtual object group is a three-section array, the icons corresponding to the three-section array can be highlighted; if the array type of the virtual object group needs to be switched into the wedge array, the operation of switching the array type of the virtual object group into the wedge array can be triggered by receiving the clicking operation on the wedge array icon; or, the operation of switching the array type of the virtual object group into the wedge array is triggered by receiving the clicking operation (for example, F2 on the keyboard) of the fixed key.
Optionally, during the game-to-game process, the proposed configuration of the system may change according to the number and kinds of virtual objects in the virtual object group, for example: when the number of the virtual objects in the virtual object group is less than 3, the wedge array cannot be triggered; when the types of the virtual objects in the virtual object group are less than 3, the three-segment array cannot be triggered.
(2) The target game interface can display the real-time array arrangement condition of the virtual object group, and the array of the virtual object group is switched by receiving the arrangement combination operation of a plurality of virtual object groups in the virtual object group.
Illustratively, a real-time formation interface is displayed on the target-to-game interface, and the arrangement positions and the number of the plurality of virtual object groups in the virtual object group are displayed on the interface by icons, and optionally, the types of the plurality of virtual object groups are distinguished by colors or shapes (for example, the virtual soldier object group can be represented by a virtual shield icon, and the virtual gunner object group can be represented by a virtual long gun icon).
The formation of the virtual object group can be switched by receiving the moving operation of the icons on the real-time formation interface, and optionally, when the icons are moved, the icons can be moved individually or in a group of icons (namely, a group of icons corresponding to a plurality of members of the same kind); or drawing an array type graph on the real-time array type interface, filling icons into the drawn array type graph to switch the array type of the virtual object group, and optionally filling icons with the same color as the drawing area in the drawing area; for example: and drawing a triangle by using color lines, wherein two sides of the triangle are red, red icons corresponding to the virtual stockman objects are automatically filled in the two sides of the triangle, the remaining side of the triangle is green, green icons corresponding to the virtual cutman objects are automatically filled in the side, the inside of the triangle is blue, and blue icons corresponding to the virtual stockman objects are filled in the triangle.
(3) And switching the array type of the virtual object group by receiving a specified voice or gesture instruction on the target page.
Illustratively, the virtual object group corresponds to a matrix switching voice instruction or a matrix switching gesture instruction, and the operation of switching the matrix of the virtual object group to the wedge matrix is triggered by receiving a voice instruction operation (for example, voice is switched to the wedge matrix); or the camera collects the waving action of the player to trigger the operation of switching the array type of the virtual object group into the wedge array.
The second method comprises the following steps: arranging a plurality of virtual object groups based on collocation conditions of the plurality of virtual object groups in the virtual object group And obtaining the target array.
Optionally, the manner of obtaining the target matrix based on the collocation condition includes at least one of the following conditions:
(1) And arranging the plurality of virtual object groups based on the types of the plurality of virtual object groups in the virtual object group to obtain the target array type.
Illustratively, the virtual object group includes a first virtual object group and a second virtual object group, where the first virtual object group and the second virtual object group are different in kind. The virtual objects of different types are different in virtual property and owned skill of member virtual object equipment, that is, a plurality of virtual object groups can be arranged according to the virtual property and owned skill of the member virtual object equipment to obtain a target array.
If the types of the plurality of panelist virtual objects in the first virtual object group are virtual soldier objects, for example, please refer to fig. 6, the virtual soldier object group 601 is arranged in front of the second virtual object group 602, that is, facing the position of the enemy virtual object 603; if the kind of the plural panelist virtual objects in the first virtual object group is the virtual long-hander object, as shown in fig. 6, the virtual long-hander object groups 604 are arranged at both side positions of the second virtual object group 602, that is, at left and right side positions of the second virtual object group 602 which are not facing the enemy virtual object 603; if the type of the plurality of panelist virtual objects in the first virtual object group is a virtual crossbow object, as shown in fig. 6, the virtual crossbow object group 605 is arranged behind the second virtual object group 602, that is, behind the second virtual object group 602 that is not facing the opposing virtual object 603.
(2) And arranging the plurality of virtual object groups based on the number of the plurality of virtual object groups in the virtual object group to obtain the target array type.
Optionally, based on the number of member virtual objects respectively corresponding to the plurality of virtual object groups in the virtual object group, displaying a wedge array in which the member virtual objects respectively corresponding to the plurality of virtual object groups are arranged in the virtual scene in a wedge arrangement manner; or, based on the number of the member virtual objects respectively corresponding to the plurality of virtual object groups in the virtual object group, displaying an array of the member virtual objects respectively corresponding to the plurality of virtual object groups matching the master virtual object, for example, a ring array surrounding the master virtual object in a fully enclosed or semi-enclosed arrangement manner, where the master virtual object is a virtual object configured independently in the master object configuration interface.
Illustratively, if the difference value between the number of the virtual gunnery objects of the group members in the virtual object group and the sum of the number of the virtual objects of the group members of other types is greater than a threshold value, a wedge-shaped array mainly based on the attack can be formed; if the difference value between the number of the member virtual knife shield soldier objects in the virtual object group and the sum of the number of the member virtual objects of other types is larger than the threshold value, a ring-shaped array mainly based on defense can be formed, namely, the member virtual knife shield soldier objects surround the main control virtual object in a full-surrounding or semi-surrounding arrangement mode.
The third method comprises the following steps: and automatically determining the target array type according to the attribute value of the main control virtual object.
Optionally, the target form is automatically determined according to the life value of the master virtual object, and illustratively, when the life value of the master virtual object is less than 5 (the initial life value is 100), the form for protecting the master virtual object may be automatically formed.
The method is as follows: and determining a target matrix according to the terrain in the virtual scene.
In the game play, if it is necessary to control the virtual object group to pass through a narrow lane, the control virtual object group is formed into a target matrix in such an arrangement that two team member virtual objects are aligned in a single row.
The above-described method for determining the target matrix is only an illustrative example, and the present embodiment is not limited thereto.
Alternatively, the fight control operation may be implemented as at least one of:
1. the fight control operation may be implemented as an attack instruction to the virtual object by the enemy.
Optionally, an attack instruction of an enemy to the virtual object is triggered by receiving a clicking operation on a specified key (such as a V key) on the keyboard; or receiving an attack instruction of an enemy to the virtual object triggered by the trigger operation of the attack control on the target game interface; or receiving a voice/gesture instruction to trigger an attack instruction on the virtual object by the enemy.
2. The fight control operation may be implemented as a fallback instruction to the group of virtual objects.
Optionally, a withdrawal instruction of an enemy to the virtual object is triggered by receiving a click operation on a designated key on a keyboard; or receiving a withdrawal instruction of a withdrawal control on the target game interface for triggering a virtual object to be withdrawn by a enemy; or receiving a voice/gesture instruction to trigger a retreat instruction of the enemy to the virtual object.
3. The fight control operation may be implemented as a trigger operation for skills corresponding to the virtual object group.
Illustratively, the target-to-game interface displays an icon of the skills that can be used by the virtual object group, and when the player triggers the icon (for example, clicks the icon), the icon is triggered to use the corresponding skills of the icon.
Or when the preset condition is met, the skills possessed by the virtual object group are automatically triggered. For example: when the distance between the member virtual long handle object and the enemy virtual object in the virtual object group is smaller than the distance threshold, the attack speed of the member virtual long handle object and the damage value of the enemy to the virtual object can be increased.
4. The fight control operation may be implemented as a switching operation of props equipped to a plurality of panelist virtual objects.
Schematically, the virtual object group comprises a virtual soldier object group and a virtual infantry object group, the prop equipped in the current virtual infantry object group is a virtual shield, and the virtual infantry object group is arranged in the front of the virtual soldier object group towards the enemy virtual object; when a switching operation of props of equipment of the virtual infantry object group is received, for example: when the virtual shield is switched to the virtual bow and arrow, the arrangement position of the virtual infantry object group is changed, namely the virtual infantry object group is arranged behind the virtual soldier object group, so that the front of the virtual soldier object group faces the enemy virtual object.
The above-mentioned example of the battle control operation is only illustrative, and the present embodiment is not limited thereto. Optionally, different fighting control operation responses are corresponding to different target formations, illustratively, when an attack instruction of an enemy to a virtual object is received, a wedge-shaped formation is used for controlling a virtual cutlery object group, a virtual long cuter object group and a virtual long gunner object group to attack the enemy virtual object; when a retreat instruction of an enemy to the virtual object is received, the virtual troops are controlled by the annular array, the virtual long-hander object group is controlled, and the virtual long-hander object group is far away from the enemy virtual object.
Step 303, responding to the fight control operation, displaying an attack animation in which a plurality of panelist virtual objects in a plurality of virtual object groups attack the virtual objects by the enemies in a target formation and a corresponding virtual fight mode.
Optionally, the enemy virtual object is used to indicate a virtual object in a different battle with the plurality of panelist virtual objects, the battle corresponding to the plurality of panelist virtual objects fighting with the battle corresponding to the enemy virtual object in the virtual scene.
Optionally, different target formations and different virtual battle modes are collocated to generate different attack effects, and the example that the virtual object group includes a first virtual object group and a second virtual object group is described, where the generated attack effect includes at least one of the following cases:
1. in the target formation, the arrangement position and the virtual fight manner of the first virtual object group may increase the attribute value of the second virtual object group.
Optionally, the attribute value includes at least one of a moving speed, an attack value, a defense value, and the like of the member virtual object in the first virtual object group, which is not limited in this embodiment of the application.
Illustratively, the virtual soldier object group and the virtual infantry object group provided with the virtual horse are combined, so that the moving speed of the member virtual infantry object can be increased; alternatively, the moving speed of the panelist virtual soldier object and the panelist virtual infantry object are simultaneously increased.
Illustratively, the combination of the virtual knifeman object group equipped with the virtual shield and the virtual infantry object group can increase the defense value of the member virtual infantry object; or, the life value of the group member virtual infantry object is improved.
Illustratively, the combination of a virtual shield soldier object group and a virtual gunner object group equipped with a virtual shield can increase the attack range and attack value of the panelist virtual gunner object against the enemy virtual object. For example: when the panelist virtual gunner object is singly used for fighting, a single shot can generate 100-point injury to the enemy virtual object within the range of 3 meters, and when the panelist virtual gunner object is matched with the panelist virtual gunner object for fighting, a single shot can generate 130-point injury to the enemy virtual object within the range of 4 meters.
Optionally, the magnitude of the increase of the attribute value is different according to the level of the first virtual object group or the second virtual object group. Optionally, the magnitude of increase of the attribute value is only associated with the level of the first virtual object group, and the higher the level of the first virtual object group is, the higher the magnitude of increase of the attribute value of the second virtual object group is; the increasing amplitude of the attribute value is only associated with the grade of the second virtual object group, and the higher the grade of the second virtual object group is, the higher the increasing amplitude of the attribute value of the second virtual object group is; the magnitude of increase of the attribute value is associated with the levels of the first virtual object group and the second virtual object group, and optionally, the magnitude of increase of the attribute value of the second virtual object group is determined based on a weighted sum result of the levels of the first virtual object group and the second virtual object group, and the higher the value of the weighted sum result, the higher the magnitude of increase of the attribute value of the second virtual object group.
2. In the target matrix, the arrangement position and the virtual fight mode of the first virtual object group can reduce the attack effect of the enemy virtual object on the second virtual object group.
The attack effect of the enemy virtual object on the second virtual object group refers to the attack range or attack value of the enemy virtual object on the second virtual object group.
Illustratively, be equipped with the virtual crossbow of virtual bow crossbow and virtual soldier object group combination, the virtual crossbow object of group member can shoot virtual object through the virtual bow enemy to suppress the attack of enemy virtual object and second virtual object group, also reduce attack range and attack value to the second virtual object group.
3. In the target formation, a second fight manner of a second virtual object group is gained in response to the first virtual object group hitting an opposing virtual object in the first fight manner.
Wherein, the gain refers to increasing the attribute values (including attack value, defense value, moving speed, attack speed and the like) of the virtual props corresponding to the second fighting mode; or increasing the skill attribute value corresponding to the member virtual object in the second virtual object group; or to add additional skills to the panelist virtual objects in the second virtual object group.
Illustratively, taking the increase of the skill attribute value as an example, the first virtual object group may be implemented as a virtual hunter object group, and the second virtual object group may be implemented as a virtual beagle object group; after the team member hunter object equipped with the virtual bow and arrow hits the target enemy virtual object, if the target virtual object is not eliminated, the attack of the team member hunter object on the target enemy virtual object can be added, that is, after the team member hunter object hits the target enemy virtual object, the target enemy virtual object will be highly harmed, for example: the panelist hound subjects produced 10-point injuries on the individual hits and 30-point injuries on the panelist hound subjects hit after they hit.
4. In the target formation, the manner of attack of an enemy on the virtual object is reduced in response to the first set of virtual objects hitting the enemy virtual object in the first fighting manner.
Wherein, the reducing is to reduce the attribute values (including attack value, defense value, moving speed, attack speed, etc.) of the virtual props corresponding to the enemy virtual objects; or reducing the skill attribute value corresponding to the enemy virtual object.
5. In the target formation, a second fight pattern of a second virtual object group is gained based on the elimination rate of the first virtual object group.
Illustratively, taking the example where the first set of virtual objects is implemented as a set of virtual rider objects and the second set of virtual objects is implemented as a set of virtual valet objects, when the culling rate of the panelist virtual rider objects in the set of virtual rider objects is above a threshold value, the scope of attack and duration of a single attack of the virtual valet object set on the enemy virtual object may be increased. That is, when the culling rate of a panelist virtual rider object in the virtual rider object group reaches a threshold value, the degree of attack of the virtual valet object group on the enemy virtual object may be increased.
Optionally, different elimination rates correspond to different magnitudes of increase, illustratively, the higher the elimination rate, the further the virtual waited object set has an attack on the enemy virtual object, the longer the duration of a single attack.
6. In response to the first and second virtual object groups being arranged in the target formation, the fighting skills of the first and second virtual object groups are increased.
That is, when the first virtual object group and the second virtual object group are formed in different matrix types, the first virtual object group and the second virtual object group generate different combination skills, which are not inherent to the first virtual object group and are not inherent to the second virtual object group.
It should be noted that the above examples of the attack effect are only illustrative examples, and the present application embodiment does not limit this. In addition, only the influence result of the first virtual object group on the second virtual object group is described above, and obviously, the second virtual object group can also generate the same influence on the first virtual object group; and when the number of the virtual object groups in the virtual object group is greater than 2, the attack effect between the virtual object groups as described above will also occur, for example: in the three-segment array, the virtual cutlery object group can simultaneously increase the defense values of the virtual long cuter object group and the virtual long gunner object group.
Optionally, the attack animation is displayed according to an attack effect, illustratively, when the opponent virtual object is shot by the bow and arrow of the member hunter object, the animation of the opponent virtual object in the bow and arrow shooting is displayed, and identification information for indicating that the opponent virtual object is in the shot state is displayed on the shot opponent virtual object; alternatively, the panelist beagle object may preferentially attack the hostile virtual object having the identifying information.
Optionally, when the fight control operation is received, the virtual object groups in the virtual object group may attack the virtual object by the enemy in the respective corresponding virtual fight modes at the same time.
Or, the virtual objects in the virtual object group attack the virtual objects in a corresponding virtual fight mode at preset time intervals. Illustratively, the virtual object group comprises a virtual soldier object group and a virtual infantry object group, when the fight control operation is received, the virtual soldier object group in the virtual object group firstly attacks the virtual object by the enemy, and after 3 seconds, the virtual infantry object group in the virtual object group attacks the enemy virtual object.
Optionally, a main control virtual object corresponding to the virtual object group is also displayed in the virtual scene, the main control virtual object is a virtual object independently configured in a main control object configuration interface, and the main control virtual object is a virtual object used for representing a player character. Illustratively, a master object configuration interface exists in the game, and the master object configuration interface is used for independently configuring a master virtual object controlled by a player. For example: and the player switches the dress, the virtual props, the virtual seats and the like of the main control virtual object in the main control object configuration interface.
The player can control the main control virtual object and the virtual object group respectively, that is, when receiving a first control operation on the main control virtual object, the player displays a first action animation corresponding to the first control operation executed by the main control virtual object, and when receiving a second control operation on the virtual object group, the player displays a second action matched with the main control virtual object executed by the virtual object group.
Illustratively, the first control operation is used to indicate an operation mode for controlling the master control virtual object to perform a corresponding action in the virtual scene.
For example: the first control operation is used for controlling the main control virtual object to attack in the virtual scene, and then based on the first control operation, the main control virtual object is controlled to attack in the virtual scene; or the first control operation is used for controlling the main control virtual object to run in the virtual scene, and then the main control virtual object is controlled to run in the virtual scene based on the first control operation; or the first control operation is used for controlling the main control virtual object to crawl and advance in the virtual scene, and then the main control virtual object is controlled to crawl and advance in the virtual scene based on the first control operation.
Based on the received first control operation on the main control virtual object, displaying a first action animation corresponding to the main control virtual object executing the first control operation in the virtual scene.
The first action animation is used for displaying an action form corresponding to the first control operation.
For example: the first control operation is used for controlling the main control virtual object to carry out attack action in the virtual scene, and a first action animation corresponding to the first control operation is realized as an attack animation; or the first control operation is used for controlling the main control virtual object to run in the virtual scene, and the first action animation corresponding to the first control operation is implemented as a running animation; or the first control operation is used for controlling the main control virtual object to crawl and advance in the virtual scene, and the first action animation corresponding to the first control operation is realized as a crawling and advancing animation and the like.
Illustratively, the second control operation is used to instruct an operation mode of controlling the virtual object group to perform an action in the virtual scene in cooperation with the master virtual object.
In an alternative embodiment, in response to receiving the second control operation for the specified virtual object group, the panelist virtual objects in the specified virtual object group are controlled to enter the target orchestration mode.
Alternatively, after the main control virtual object and the member virtual objects in the designated virtual object group are displayed in the virtual scene, the player can select the matching mode of the designated virtual object group, thereby selectively controlling the virtual match state of the designated virtual object group.
In an alternative embodiment, the target mating mode is determined in response to receiving a triggering operation on the mating mode selection control.
Illustratively, a plurality of coordination mode selection controls are displayed in the virtual scene, different coordination mode selection controls correspond to different coordination modes, and a target coordination mode for virtual battle of the panelist virtual objects in the designated object group is determined based on the trigger operation of the player on the coordination mode selection controls.
The target cooperation mode is used for indicating the member virtual object to cooperate with the main control virtual object in the virtual battle.
Illustratively, after the target matching mode is determined, the panelist virtual object performs processes such as moving and attacking in the virtual scene based on the target matching mode, so as to cooperate with the main control virtual object to perform virtual battle in the virtual scene.
For example: if the target coordination mode is a following mode, after the target coordination mode is determined, designating member virtual objects in the virtual object group to follow the master virtual object in the virtual scene; or, if the target coordination mode is the adherence mode, after the target coordination mode is determined, the panelist virtual object in the designated virtual object group adheres at the designated position of the virtual scene.
In an alternative embodiment, in response to receiving a coordination mode switch operation, the panelist virtual objects in the designated virtual object group are controlled to switch to the target coordination mode.
Illustratively, under the condition that the member virtual objects in the designated virtual object group are in one coordination mode, after receiving the switching operation of the coordination mode, the member virtual objects in the designated virtual object group are controlled to be switched to the target coordination mode.
For example: when the member virtual objects in the designated virtual object group are displayed in the virtual scene, the member virtual objects are in a default matching mode (such as a matching mode A), and after a player triggers a matching mode control corresponding to the matching mode B, the member virtual objects in the designated virtual object group are controlled to be switched to the matching mode B (namely a target matching mode); or after the member virtual objects in the designated virtual object group are controlled to enter the coordination mode A, if the player wants the member virtual objects to coordinate with the main control virtual object in the coordination mode B, the coordination mode is switched, and the current coordination mode A is switched to the coordination mode B, so that the member virtual objects in the designated virtual object group assist the main control virtual object in the coordination mode B.
In an alternative embodiment, the display panelist virtual object performs a second action animation in the virtual scene corresponding to the target orchestration mode.
Illustratively, after the player selects the target matching mode, a second action animation is displayed, and the second action animation is used for showing that the member virtual object executes the action corresponding to the target matching mode in the virtual scene.
Optionally, the second motion animation comprises the panelist virtual object performing a motion animation corresponding to the target engagement mode to the enemy virtual object.
The enemy virtual object is used for indicating a virtual object which is in different battles with the main control virtual object, and in the virtual scene, the battle corresponding to the main control virtual object and the battle corresponding to the enemy virtual object perform virtual battles.
Optionally, a member virtual object and a main control virtual object in the virtual object group are assigned to belong to the same virtual object, and during virtual fight, the member virtual object assists the main control virtual object to attack the virtual object against an enemy.
After the member virtual object in the designated virtual object group enters the target coordination mode, the member virtual object assists the master virtual object according to the target coordination mode, for example: when the target cooperation mode is realized as a following mode, the member virtual object follows the main control virtual object so as to generate an attack effect of multiple attacks on the virtual object by an enemy; or when the target coordination mode is realized as the adherence mode, the member virtual objects are arranged into a designated array at a designated position according to the indication of the main control virtual object, and a resisting barrier is established through the designated array to reduce the desire of enemies for virtual objects, so that the staying area or the main control virtual object indicated by the designated array is effectively protected.
Schematically, a preset area behind a member virtual object in a designated array is used as a stationed area indicated by the designated array; or, a preset area surrounded by the member virtual object in the designated array is used as a stationed area indicated by the designated array.
Optionally, in a close-up mode, the member virtual objects in the designated formation attack the enemy virtual objects based on the control of the player; or, responding to the fact that the enemy virtual object is located in the preset attack range of the specified array, automatically attacking the enemy virtual object and the like.
Illustratively, in the target coordination mode, when the member virtual object is controlled to attack the virtual object, the enemy attacks the virtual object according to the virtual fight mode corresponding to the member virtual object.
For example: in the target cooperation mode, when the member virtual object is a virtual object of a close combat infantry type, and when the member virtual object is controlled to attack the virtual object by an enemy, the member virtual object is controlled to attack the enemy virtual object within a certain range on the virtual ground, such as: and attacking the enemy virtual object within a certain range by using the virtual spear configured by the member virtual object, so that the attack animation of the member virtual object on the enemy virtual object is displayed. Wherein, the virtual fight mode of the virtual object of the close combat infantry type is as follows: a virtual spear is used to attack a range of hostile virtual objects.
Or, in the target cooperation mode, when the panelist virtual object is a virtual object of an soldier type, and when the panelist virtual object is controlled to attack the virtual object by an enemy, the panelist virtual object is controlled to attack the enemy virtual object within a certain range on the horse back, for example: and attacking the enemy virtual object within a certain range by using the virtual sword configured by the member virtual object, so that the attack animation of the member virtual object on the enemy virtual object is displayed. Wherein, the virtual fight mode of the virtual object of the type of the soldier is as follows: and attacking the virtual object by using the virtual sword.
It should be noted that the above is only an illustrative example, and the present invention is not limited to this.
To sum up, the control method for the virtual object groups in the virtual scene provided in the embodiment of the present application controls the multiple virtual object groups in the virtual object group to cooperate with the master control virtual object to fight in a target formation and corresponding virtual fight manners, and displays the attack animation of the corresponding enemy attacking the virtual object by receiving the fight control operation on the virtual object group; on one hand, as the virtual object group comprises more than two virtual object groups belonging to different types, the number of the formed target matrix and the virtual fighting mode are improved, thereby enriching the control mode of the player in controlling the virtual object group to fight; on the other hand, the virtual object group, namely more than two virtual object groups belonging to different types can be simultaneously controlled by the fight control operation, so that the control efficiency of the virtual object group when the player participates in game play is improved.
The method provided by the embodiment of the application provides at least two determination modes for the target array type, firstly, the arrangement positions of a plurality of virtual object groups in a virtual object group are configured through receiving array type configuration operation to obtain the target array type, and the configuration efficiency of the target array type configuration is improved; and secondly, arranging the plurality of virtual object groups based on the collocation conditions of the plurality of virtual object groups in the virtual object group to obtain a target array type.
According to the method, the selection operation of at least two virtual object groups in the candidate virtual object groups is received through the display of the combined configuration interface, the combined configuration operation of the virtual object groups is achieved, a channel for the player to independently construct the virtual object groups is provided, the game experience of the player is improved, and the human-computer interaction efficiency is further improved.
In some optional embodiments, the virtual target group includes a virtual hunter target group and a virtual hunter target group, where the virtual hunter target group includes a plurality of panelist targets, and the virtual hunter target group includes a plurality of panelist targets, please refer to fig. 7, which shows a flowchart of a method for controlling a virtual target group in a virtual scene according to an exemplary embodiment of the present application, and is described by taking as an example that the method is applied to a terminal as shown in fig. 2, as shown in fig. 7, the method includes:
step 701, displaying a first virtual object group in a virtual scene.
The first virtual target group is composed of a virtual hunter target group and a virtual hunter target group.
Optionally, a plurality of panelist hunter subjects in the virtual hunter subject group are equipped with virtual arches and can remotely harm the virtual subjects to enemies, wherein each panelist hunter subject is equipped with one or more panelist hunter subjects that can harm the virtual subjects to enemies in close proximity by way of a bite.
At step 702, a fight control operation for a first virtual object group is received.
The fighting control operation is used for instructing and controlling the virtual hunter target group and the virtual hunter target group in the first virtual target group to cooperate with a target formation for instructing the arrangement positions of the virtual hunter target group and the virtual hunter target group in the first virtual target group.
Optionally, the target lineup of the set of virtual hunter subjects and the set of virtual hunter subjects comprises at least one of the following lineups:
1. following the matrix.
The following formation refers to a formation in which a plurality of panelist hounds respectively follow a plurality of panelist hounds, that is, one or more panelist hounds follow a peripheral side position of one panelist hounds.
Referring to fig. 8, schematically, an interface display diagram of the second virtual object group in the follow-up formation is shown, and if fig. 8 shows, an interface 800 includes a plurality of panelist hunter objects 801 and a plurality of panelist hunter objects 802, and one panelist hunter object 802 is followed by one panelist hunter object 801.
2. A spike matrix type.
That is, the virtual beagle object group is arranged at the front of the virtual prey object group and faces the position of the enemy virtual object.
3. And protecting the matrix.
That is, the set of virtual hunter subjects surrounds the set of virtual hunter subjects at a peripheral side position.
The above examples of the target array are only illustrative, and the embodiments of the present application are not limited thereto.
Illustratively, when the player just enters a target play, the first virtual object group may be displayed by default by the following lineup; optionally, when the player initiates an attack instruction to the virtual object by the enemy, the following lineup can be kept or the submachine lineup can be switched to; when the player initiates a quit instruction, the following formation can be kept or the protection formation can be switched, optionally, the following formation or the protection formation can be determined to be used according to the life value of each group of member hunter objects in the virtual hunter object group, if the life value of each group of member hunter objects is less than a threshold value, the protection formation is switched, and if the life value of each group of member hunter objects is greater than or equal to the threshold value, the following formation is switched.
And 703, responding to the fight control operation, and displaying attack animations that the plurality of panelist hunter objects and the plurality of panelist hunter objects attack the virtual objects by the enemies in a target formation and the corresponding virtual fight modes.
Optionally, displaying attack animations that the plurality of panelist hunter objects and the plurality of panelist hunter objects attack the virtual objects by the enemies in a following formation and the respective corresponding virtual battle modes; or displaying attack animations that the plurality of panelist hounds and the plurality of panelist hounds attack the virtual object by the enemy in the shot formation and the corresponding virtual fighting modes.
Optionally, the animation of the attack on the virtual object by the plurality of panelist hunter subjects and the plurality of panelist hunter subjects to the enemy further comprises at least one of:
1. displaying a first attack animation of the virtual hunter object group to the virtual object in a first fighting mode, wherein the first attack animation is used for indicating the virtual hunter object group to hit the enemy virtual object; and displaying a second attack animation of the virtual beagle object group attacking the virtual object by the enemy in a second fighting mode based on the first attack animation, wherein the second fighting mode corresponds to a target attack value which is larger than the initial attack value of the member beagle object in the virtual beagle object group.
Optionally, the first fighting mode is a mode in which the member hunter target shoots based on the virtual bow and arrow of the equipment, and the second fighting mode is a fighting mode corresponding to the attack skill set by the member hunter target based on the system, for example: and (4) the skill of injuring the virtual object to the enemy in a biting way.
Illustratively, after the member hunter object shoots a target enemy virtual object through the virtual bow arrow, if the member hunter object hits the target enemy virtual object again, a high damage value is generated on the target enemy virtual object, and the high damage value is a target attack value which is far larger than an initial attack value which is set by default by a system and corresponds to the attack skill of the member hunter object.
Optionally, when the virtual bow of the member hunter object shoots the enemy virtual object, displaying an animation of the enemy virtual object shooting in the bow and shoot, and displaying first identification information on the shot enemy virtual object, wherein the first identification information is used for indicating that the enemy virtual object is in a shot state; optionally, the panelist beagle target may preferentially attack the hostile virtual target having the first identifying information.
2. Displaying a third attack animation of the virtual beagle object group on the virtual object in a second fight mode, wherein the third attack animation is used for indicating the virtual beagle object group to hit the virtual object of the enemy; the third attack animation corresponds to a first attack effect, and the first attack effect is used for indicating that the movement speed of the enemy virtual object is reduced and the attack value of the enemy virtual object is reduced; alternatively, the moving speed of the plurality of team hunter subjects increases and the attack value of the plurality of team hunter subjects increases.
Illustratively, after the member hound object damages the enemy virtual object by biting, displaying second identification information on the enemy virtual object, wherein the second identification information is used for indicating that the moving speed of the enemy virtual object is slow and the attacking force is weakened, and optionally, the member hound object can attack the enemy virtual object with the second identification information preferentially; alternatively, third identifying information indicating that the moving speed of the grouper hunter subject is increased and that the offensive power is enhanced (i.e., the damage value of a single attack on the virtual subject is increased) is displayed on the grouper hunter subject followed by the grouper hunter subject.
Alternatively, if the number of team member hunter subjects with the third identification information displayed reaches a number threshold (which is less than the number of team member hunter subjects), then gain is made to the attack effect of the virtual hunter subject group gain, for example: the moving speed and the attack force of all the hunter objects of the team members are increased, and the increased amplitude is the same as the increased amplitude of the moving speed and the attack force indicated by the third identification information; or, within a preset time, the moving speed and the attack force of all the hunter objects of the team members are increased to a target amplitude which is much larger than the increasing amplitude of the moving speed and the attack force indicated by the third identification information.
3. And responding to the elimination of the virtual hunter object group, displaying a fourth attack animation of the virtual hunter object group attacking the virtual object by the enemy in a second fight mode, wherein the second fight mode corresponds to a second attack effect, and the second attack effect is used for indicating the attack effect that the plurality of group member hunter objects continuously attack the enemy for a preset time length to damage the virtual object.
Illustratively, when the virtual hounds are eliminated, if there are still non-eliminated virtual hounds in the virtual hounds, the non-eliminated hounds are displayed to continuously lock the enemy to attack the virtual hounds and generate an injurious attack animation. Alternatively, in response to the end of the preset time, the non-deselected panelist beagle subjects will be deselected.
Optionally, the preset time is associated with a elimination rate of the group member hunter subjects in the virtual hunter subject group, the higher the elimination rate is, the longer the preset time is, which means that when all the group member hunter subjects are eliminated, the unremoved group member hunter subjects will obtain locked injury addition lasting for 5 seconds; the culling rate of panelist hunter subjects in the virtual hunter subject group was 50%, then non-culled panelist hunter subjects would acquire locked injury skills lasting 2 seconds.
To sum up, the method for controlling a virtual object group in a virtual scene provided in the embodiment of the present application controls a virtual hunter object group and a virtual hunter object group in a virtual object group to cooperate with each other in a target formation and a corresponding virtual fighting manner by receiving a fighting control operation on a first virtual object group, and displays an attack animation in which a corresponding enemy attacks the virtual object; on one hand, the first virtual object group comprises two different types of virtual object groups, so that the number of formed target matrix types and virtual fighting modes are improved, and the control mode of a player in controlling the virtual object group to fight is enriched; on the other hand, the first virtual object group, namely the virtual hunter object group and the virtual hound object group can be simultaneously controlled by the fight control operation, so that the control efficiency of the player on the virtual object group when the player participates in game match is improved.
According to the method provided by the embodiment of the application, the attack animation that the plurality of team member hound dog objects and the plurality of team member hound man objects attack the virtual objects in the following formation and the corresponding virtual fighting modes respectively can be displayed through receiving the fighting control operation, namely the following formation is determined based on the fighting control operation, and the operation efficiency of the player in the selection of the formation in the game competition is improved.
The method provided by the embodiment of the application provides at least three attack animations of a first virtual object group on the enemy virtual object, and firstly, the attack animation that the virtual hound object group attacks the enemy virtual object in a gain fighting mode is displayed on the basis of the enemy virtual object in the virtual hound object group; secondly, displaying an enemy animation of the virtual beagle object group hitting the enemy virtual object, wherein the hitting effect reduces the attack effect of the enemy virtual object on the virtual object group; thirdly, responding to the elimination of the virtual hunter object group, displaying the attack animation of the virtual hunter object group attacking the virtual object by the enemy in the gained fighting mode, and further enriching the control mode of the player in controlling the virtual object group to fight.
In some alternative embodiments, the virtual object group includes a virtual slave object group, and the virtual slave object group includes a plurality of panelist slave objects, referring to fig. 9, which shows a flowchart of a method for controlling a virtual object group in a virtual scene according to an exemplary embodiment of the present application, and is described by taking as an example the method applied to the terminal shown in fig. 2, and as shown in fig. 9, the method includes:
step 901, displaying a second virtual object group in the virtual scene.
The second virtual object group is composed of other virtual object groups and a virtual slave object group.
Illustratively, the other virtual object group is implemented as a virtual rider object group, the virtual rider object group includes a plurality of panelist virtual rider objects, and optionally, a plurality of panelist virtual rider objects in the virtual rider object group are equipped with a virtual horse and a virtual gun.
The virtual horse can provide a long-distance assault skill for the team member virtual knight object, the team member virtual knight object generates a first injury to the virtual object through the assault skill on an enemy, optionally, a first injury value generated by the assault skill on the virtual object is determined based on the distance between the team member virtual knight object and the enemy virtual object, the longer the distance between the team member virtual knight object and the enemy virtual object is, the higher the injury value generated by the assault skill on the virtual object is, that is, the longer the run-up distance of the team member virtual knight object assault is, the larger the impact force of the enemy on the virtual object is, and the higher the injury value is. Additionally, the panelist virtual knight object may use the virtual gun enemy to generate a second injury value to the virtual object when the distance threshold is reached with the enemy virtual object.
Optionally, the first injury value and the second injury value may further correspond to an addition coefficient, where the addition coefficient may be determined according to a difference between the virtual knight object group level and the enemy virtual object group level, and illustratively, the higher the level of the virtual knight object group is, the lower the enemy virtual object group level is, the higher the addition coefficient is, that is, the higher the first injury value and the second injury value are.
In some alternative embodiments, the virtual rider object group should have a combined configuration authority, i.e. the virtual rider object group may be configured with other virtual object groups, optionally one or more virtual object groups may be configured with the virtual rider object group. Displaying the set of virtual rider objects and the set of virtual valet objects, further comprising:
displaying a combined configuration interface of the virtual rider object groups, on which a plurality of candidate virtual valet object groups are displayed; in response to receiving a selection operation of a virtual valet object group from among the plurality of candidate virtual valet object groups, a display virtual rider object group and the virtual valet object group in a virtual scene are displayed.
Optionally, the plurality of candidate virtual valet object groups correspond to different categories, where the categories of the virtual valet object groups include at least one of a virtual soldier object group, a virtual gunner object group, and a virtual crossbow object group, and the embodiment of the present application is not limited thereto, where the virtual soldier object group belongs to a virtual soldier category, the virtual gunner object group belongs to a virtual infantry type, and the virtual crossbow object group belongs to a virtual crossbow type.
Referring to fig. 10, schematically, a schematic display diagram of a virtual rider object group is shown, an icon 1001 of the virtual rider object group is displayed in the interface 1000, an icon 1002 of 'soldier group' is also displayed in the interface 1000, that is, the virtual rider object group has a combined configuration authority, the combined configuration interface of the virtual rider object group can be displayed by clicking the icon 1002, the virtual rider object group can be selected in the combined configuration interface, and if the virtual rider object group is selected as the virtual rider object group, the icon corresponding to the virtual rider object group is displayed in the icon 1002 after the selection is finished. Then after the player selects the virtual rider object group in the game play, a virtual object group consisting of the virtual rider object group and the virtual rider object group can be directly displayed in the virtual scene.
Step 902 receives a fight control action for a second virtual object group.
The fighting control operation is used for instructing and controlling other virtual object groups and virtual servo object groups in the second virtual object group to cooperate with a target array, wherein the target array is used for indicating the arrangement positions of the other virtual object groups and the virtual servo object groups in the second virtual object group.
Optionally, if the different kinds of virtual wait objects have different virtual props and skills, and if the different kinds of virtual wait objects have different target patterns, the determining the target pattern based on the kinds of virtual wait objects further comprises:
determining the arrangement position of the virtual object group in the virtual object group based on the virtual object type corresponding to the members to be controlled in the virtual object group; the target matrix is determined based on the arrangement position corresponding to the virtual servo object group and the arrangement positions of the other virtual object groups.
Wherein the target array type comprises at least one of the following array types:
1. in response to a panelist waited object including a virtual soldier category, it is determined that the virtual waited object group is arranged in front of other virtual object groups in the virtual object group with the panelist waited for the hostile virtual object from the object front.
Illustratively, if the virtual valet object group is a virtual soldier object group, as shown in fig. 6, the virtual soldier object group 601 is arranged in front of the second virtual object group (i.e. the other virtual object groups) 602.
2. In response to the virtual valet object group including the virtual crossbow category, a position where the virtual valet object group is arranged behind the other virtual object groups in the virtual object group and avoids a positive attack of a hostile virtual object is determined.
Illustratively, if the virtual valet object group is a virtual crossbow object group, as shown in fig. 6, a virtual crossbow object group 605 is arranged behind the second virtual object group 602.
3. In response to the virtual valet object group including the virtual infantry kind, it is determined that the virtual valet object group is arranged in the virtual object group at positions on both sides of the other virtual object group.
Illustratively, if the virtual valet object group is a virtual slot gunner object group, as shown in fig. 6, the virtual slot gunner object groups 604 are arranged at both side positions of the second virtual object group 602.
In some optional embodiments, the other virtual object groups themselves also have their corresponding arrangement modes, that is, the player may determine the formation of the other virtual object groups themselves, and the specific determination mode may refer to step 302, which is not described herein again; alternatively, after the matrix of the other virtual object group itself is determined, the arrangement position corresponding to the virtual object group is adjusted according to the matrix.
Step 903, responding to the fight control operation, displaying a plurality of panelist virtual objects and a plurality of panelist waited objects to fight against the virtual objects in a target formation and corresponding virtual fight modes respectively.
Optionally, the plurality of panelist virtual rider objects and the plurality of panelist wait animations to attack the virtual objects from the objects further comprise at least one of:
1. in response to the set of virtual valet objects being a virtual soldier category, a fifth attack animation is displayed in which the set of virtual valet objects withstands a hostile positive attack on the virtual objects for the other set of virtual objects in a manner corresponding to the set of virtual valet objects.
Alternatively, the virtual valet object group is implemented as a virtual soldier object group, and the fight manner is a fight manner in which the virtual soldier object group drives a virtual horse to shoot toward an enemy virtual object direction.
Referring to fig. 11, which is a schematic view of an attack animation display of a second virtual object group consisting of a virtual knight object group and a virtual knight object group, as shown in fig. 11, in an interface 1100, a plurality of panelist virtual knight objects 1101 face an enemy virtual object, are in front of a plurality of panelist virtual knight objects 1102, are rushed towards the enemy virtual object before the plurality of panelist virtual knight objects 1102, bear front injury to the panelist virtual knight objects, and facilitate attack on the plurality of panelist virtual knight objects 1102.
2. In response to the virtual valet object group being a virtual crossbow soldier category, a sixth attack animation is displayed in which the virtual valet object group attacks a hostile virtual object in a competing manner corresponding to the virtual valet object group, suppressing attacks of the hostile virtual object on other virtual object groups.
Alternatively, the virtual valet object group is implemented as a virtual stock object group, and the above-described fight manner is a fight manner in which the virtual stock object group shoots an opponent virtual object using a virtual arrow.
Referring to fig. 12, which is a schematic view showing an attack animation display of a second virtual object group consisting of a virtual knight object group and a virtual crossbow object group, as shown in fig. 12, in an interface 1200, a plurality of panelist virtual crossbow objects 1201 are behind a plurality of panelist virtual knight objects 1202, and virtual archers are used to shoot at areas where enemy virtual objects are located, so as to assist the plurality of panelist virtual knight objects 1202 in attacking.
3. In response to the virtual valet object group being a virtual infantry type, a seventh attack animation is displayed in which the virtual valet object group withstands an adversary's side attack on the virtual object in a manner of battle corresponding to the virtual valet object group for the other virtual object groups.
Alternatively, the virtual valet object group is implemented as a virtual long-gun object group, and the above-described fighting manner is a fighting manner in which the virtual long-gun object group is protected from certain attack injuries by the virtual long gun on both the left and right sides of the virtual knight object group, and the virtual long gun enemy is used to injure the virtual object.
Referring to fig. 13, which schematically shows an attack animation display diagram of a second virtual object group consisting of a virtual knight object group and a virtual gunner object group, as shown in fig. 13, a plurality of panelist virtual gunner objects 1301 are arranged on the left and right sides of a plurality of panelist virtual knight objects 1302 in an interface 1300, and attack on the virtual objects towards enemies using virtual gunners assists the plurality of panelist virtual knight objects 1302 in attacking and sustaining attack injuries from the left and right sides.
Alternatively, the terminals may also individually control the set of virtual wait objects, illustratively, when the terminals receive an instruction to stop the attack on the set of virtual wait objects, the terminals are controlled to wait in place without continuing to participate in the virtual battle.
To sum up, the control method for the virtual object group in the virtual scene provided by the embodiment of the present application controls the virtual rider object group and the virtual valet object group in the virtual object group to cooperate and fight in the target formation and the respective corresponding virtual fighting modes by receiving the fighting control operation on the second virtual object group, and displays the attack animation of the corresponding enemy attacking the virtual object; on one hand, the second virtual object group comprises two different types of virtual object groups, so that the number of formed target matrix types and virtual fighting modes are improved, and the control mode of a player in controlling the virtual object group to fight is enriched; on the other hand, since the second virtual object group, that is, the virtual rider object group and the virtual valet object group can be simultaneously controlled by the fight control operation, the efficiency of controlling the virtual object group by the player while participating in the game match is improved.
Fig. 14 is a block diagram of a structure of a control apparatus for a virtual object group in a virtual scene according to an exemplary embodiment of the present application, and as shown in fig. 14, the apparatus includes the following parts:
a display module 1400, configured to display a virtual object group in a virtual scene, where the virtual object group includes multiple virtual object groups, where the virtual object group is an object group composed of multiple panelist virtual objects of the same type, and virtual objects of different virtual object types have different virtual battle modes in the virtual scene;
a receiving module 1410, configured to receive a fight control operation on the virtual object group, where the fight control operation is used to instruct a plurality of virtual object groups in the virtual object group to cooperatively fight in a target array, and the target array is used to instruct arrangement positions of the plurality of virtual object groups in the virtual object group;
the display module 1400 is further configured to display, in response to the fight control operation, an attack animation in which a plurality of panelist virtual objects in the plurality of virtual object groups attack the virtual object by using the target formation and the respective corresponding virtual fight modes.
Referring to fig. 15, in some optional embodiments, the receiving module 1410 is further configured to receive an array configuration operation, where the array configuration operation is configured to configure arrangement positions of the virtual object groups in the virtual object group, so as to obtain the target array.
In some optional embodiments, the apparatus further comprises:
an arranging module 1420, configured to arrange the plurality of virtual object groups based on collocation of the plurality of virtual object groups in the virtual object group, so as to obtain the target array type.
In some alternative embodiments, the ranking module 1420, includes:
an obtaining unit 1421, configured to obtain virtual object types corresponding to the multiple virtual object groups, where the virtual object types include corresponding default arrangement positions;
the arranging module 1420 is further configured to arrange the plurality of virtual object groups based on default arrangement positions respectively corresponding to the types of the virtual objects, so as to obtain the target array type.
In some optional embodiments, the display module 1400 is further configured to display a combined configuration interface, where the combined configuration interface includes a plurality of candidate virtual object groups; the display module 1400 is further configured to display the virtual object group in the virtual scene in response to receiving a selection operation on the at least two of the plurality of candidate virtual object groups.
In some optional embodiments, the display module 1400 is further configured to display a wedge array in which the member virtual objects of the plurality of virtual object groups are arranged in the virtual scene in a wedge arrangement manner based on the number of the member virtual objects of the plurality of virtual object groups; or, the display module 1400 is further configured to display, based on the number of member virtual objects respectively corresponding to the plurality of virtual object groups in the virtual object group, an annular array in which the member virtual objects respectively corresponding to the plurality of virtual object groups surround the main control virtual object in a fully-enclosed or semi-enclosed arrangement manner, where the main control virtual object is a virtual object independently configured in the main control object configuration interface.
In some optional embodiments, the group of virtual subjects comprises a group of virtual hunter subjects comprising a plurality of panelist hunter subjects and a group of virtual hunter subjects comprising a plurality of panelist hunter subjects; the display module 1400 is further configured to display attack animations that the plurality of panelist hounds and the plurality of panelist hounds attack the enemy virtual object in a following formation and corresponding virtual battle manners, where the following formation refers to a formation that the plurality of panelist hounds respectively follow the plurality of panelist hounds.
In some optional embodiments, the display module 1400 is further configured to display a first attack animation of the virtual hunter subject group against the enemy virtual subject in a first fight manner, the first attack animation being used to indicate that the virtual hunter subject group hits the enemy virtual subject; the display module 1400 is further configured to display, based on the first attack animation, a second attack animation in which the virtual beagle object group attacks the enemy virtual object in a second fight manner, where the second fight manner corresponds to a target attack value, and the target attack value is greater than an initial attack value of a panelist beagle object in the virtual beagle object group.
In some optional embodiments, the display module 1400 is further configured to display a third attack animation of the set of virtual hounds on the opposing virtual object in a second fight manner, the third attack animation being used to indicate that the set of virtual hounds hit the opposing virtual object; wherein the third attack animation corresponds to a first attack effect, the first attack effect being used to indicate a decrease in a movement speed of the hostile virtual object and a decrease in an attack value of the hostile virtual object; alternatively, the moving speed of the plurality of panelist hunter subjects is increased and the attack value of the plurality of panelist hunter subjects is increased.
In some optional embodiments, the display module 1400 is further configured to, in response to the virtual hunter subject group being eliminated, display a fourth attack animation in which the virtual hunter subject group attacks the enemy virtual subject in a second fighting manner, where the second fighting manner corresponds to a second attack effect, and the second attack effect is used to instruct the plurality of panelist hunter subjects to continuously generate an attack effect of injury to the enemy virtual subject for a preset duration.
In some alternative embodiments, a virtual slave object group is included in the virtual object group, the virtual slave object group including a plurality of panelist slave objects; the arranging module 1420 is further configured to determine an arrangement position of the virtual valet object group in the virtual object group based on a virtual object type corresponding to a valet object in the virtual valet object group; the arranging module 1420 is further configured to determine the target matrix based on the arrangement position corresponding to the virtual wait object group and the arrangement positions of the other virtual object groups.
In some alternative embodiments, the arrangement module 1420 is further operable, in response to the panelist waited object including a virtual soldier category, to determine that the virtual waited object group is arranged in the virtual object group in front of other virtual object groups with the panelist waited for the object front toward the hostile virtual object; the arranging module 1420, further configured to determine, in response to the virtual valet object group including a virtual crossbow category, a position where the virtual valet object group is arranged behind other virtual object groups in the virtual object group and avoids a frontal attack of the hostile virtual object; the arranging module 1420 is further configured to determine, in response to the virtual valet object group including a virtual infantry category, that the virtual valet object group is arranged at a position on both sides of the other virtual object group in the virtual object group.
To sum up, the control device for virtual object groups in a virtual scene provided in the embodiment of the present application controls a plurality of virtual object groups in a virtual object group to cooperate with each other in a target formation and a corresponding virtual combat manner by receiving a combat control operation on the virtual object group, and displays an attack animation in which a corresponding enemy attacks the virtual object; on one hand, as the virtual object group comprises more than two virtual object groups belonging to different types, the number of the formed target matrix and the virtual fighting mode are improved, thereby enriching the control mode of the player in controlling the virtual object group to fight; on the other hand, the virtual object group, namely more than two virtual object groups belonging to different types can be simultaneously controlled by the fight control operation, so that the control efficiency of the virtual object group when the player participates in game play is improved.
It should be noted that: the control apparatus for a virtual object group in a virtual scene provided in the foregoing embodiment is only illustrated by the division of the functional modules, and in practical applications, the functions may be allocated to different functional modules according to needs, that is, the internal structure of the device may be divided into different functional modules to complete all or part of the functions described above. In addition, the control device for the virtual object group in the virtual scene and the control method embodiment for the virtual object group in the virtual scene provided in the above embodiments belong to the same concept, and specific implementation processes thereof are described in the method embodiments and are not described herein again.
Fig. 16 shows a block diagram of an electronic device 1600 provided in an exemplary embodiment of the present application. The electronic device 1600 may be a portable mobile terminal, such as: the mobile terminal comprises a smart phone, a vehicle-mounted terminal, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, standard Audio Layer 3 for motion Picture Experts compression), an MP4 player (Moving Picture Experts Group Audio Layer IV, standard Audio Layer 4 for motion Picture Experts compression), a notebook computer or a desktop computer. Electronic device 1600 may also be referred to by other names such as user equipment, portable terminals, laptop terminals, desktop terminals, and the like.
Generally, the electronic device 1600 includes: a processor 1601, and a memory 1602.
The processor 1601 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so on. The processor 1601 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). Processor 1601 may also include a main processor and a coprocessor, where the main processor is a processor for Processing data in an awake state, and is also referred to as a Central Processing Unit (CPU); a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 1601 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing content that the display screen needs to display. In some embodiments, the processor 1601 may further include an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.
Memory 1602 may include one or more computer-readable storage media, which may be non-transitory. The memory 1602 may also include high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in the memory 1602 is used to store at least one instruction for execution by the processor 1601 to implement a method for controlling a set of virtual objects in a virtual scene as provided by the method embodiments herein.
In some embodiments, the electronic device 1600 also includes one or more sensors. The one or more sensors include, but are not limited to: proximity sensors, gyroscope sensors, pressure sensors.
Proximity sensors, also known as distance sensors, are typically provided on the front panel of the electronic device 1600. The proximity sensor is used to capture the distance between the user and the front of the electronic device 1600.
The gyroscope sensor can detect the body direction and the rotation angle of the electronic device 1600, and the gyroscope sensor and the acceleration sensor can cooperatively acquire the 3D action of the user on the electronic device 1600. The processor 1601 may implement the following functions according to the data collected by the gyroscope sensor: motion sensing (such as changing the UI according to a user's tilting operation), image stabilization while shooting, game control, and inertial navigation.
The pressure sensors may be disposed on a side bezel of the electronic device 1600 and/or underlying layers of the display screen. When the pressure sensor is arranged on the side frame of the electronic device 1600, a holding signal of a user to the electronic device 1600 can be detected, and the processor 1601 is used for identifying a left hand or a right hand or performing quick operation according to the holding signal acquired by the pressure sensor. When the pressure sensor is disposed at the lower layer of the display screen, the processor 1601 is configured to control the operability control on the UI interface according to the pressure operation of the user on the display screen. The operability control comprises at least one of a button control, a scroll bar control, an icon control, and a menu control.
In some embodiments, electronic device 1600 also includes other component parts, and those skilled in the art will appreciate that the structure shown in FIG. 16 does not constitute a limitation of electronic device 1600, and may include more or fewer components than shown, or some components may be combined, or a different arrangement of components may be employed.
Embodiments of the present application also provide a computer device, which may be implemented as a terminal or a server as shown in fig. 2. The computer device comprises a processor and a memory, wherein at least one instruction, at least one program, a code set or an instruction set is stored in the memory, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to realize the control method of the virtual object group in the virtual scene provided by the method embodiments.
Embodiments of the present application further provide a computer-readable storage medium, where at least one instruction, at least one program, a code set, or a set of instructions is stored on the computer-readable storage medium, and the at least one instruction, the at least one program, the code set, or the set of instructions is loaded and executed by a processor, so as to implement the method for controlling a virtual object group in a virtual scene, provided by the foregoing method embodiments.
Embodiments of the present application also provide a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions to make the computer device execute the control method of the virtual object group in the virtual scene in any of the above embodiments.
Optionally, the computer-readable storage medium may include: a Read Only Memory (ROM), a Random Access Memory (RAM), a Solid State Drive (SSD), or an optical disc. The Random Access Memory may include a resistive Random Access Memory (ReRAM) and a Dynamic Random Access Memory (DRAM). The above-mentioned serial numbers of the embodiments of the present application are merely for description and do not represent the merits of the embodiments.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program instructing relevant hardware, where the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The above description is only exemplary of the present application and should not be taken as limiting, as any modification, equivalent replacement, or improvement made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (13)

1. A method for controlling a set of virtual objects in a virtual scene, the method comprising:
displaying a virtual object group in a virtual scene, wherein the virtual object group comprises a plurality of virtual object groups, the virtual object groups are object groups consisting of a plurality of member virtual objects of the same type, and the virtual objects of different virtual object types have different corresponding virtual fighting modes in the virtual scene;
receiving a fight control operation on the virtual object group, wherein the fight control operation is used for instructing a plurality of virtual object groups in the virtual object group to be controlled to carry out cooperative fight in a target array type, and the target array type is used for indicating arrangement positions of the plurality of virtual object groups in the virtual object group;
and responding to the fight control operation, and displaying attack animations that a plurality of panelist virtual objects in the virtual object groups attack the virtual objects by the enemies in the target formation and the corresponding virtual fight modes.
2. The method of claim 1, further comprising:
receiving an array configuration operation, wherein the array configuration operation is used for configuring arrangement positions of the plurality of virtual object groups in the virtual object group to obtain the target array;
or,
and arranging the virtual object groups based on the collocation conditions of the virtual object groups in the virtual object group to obtain the target matrix.
3. The method of claim 2, wherein the arranging the plurality of virtual object groups based on the collocation of the plurality of virtual object groups in the virtual object group to obtain the target configuration comprises:
acquiring virtual object types corresponding to the plurality of virtual object groups respectively, wherein the virtual object types comprise corresponding default arrangement positions;
and arranging the plurality of virtual object groups based on the default arrangement positions respectively corresponding to the virtual object types to obtain the target array type.
4. The method of claim 2, wherein the arranging the plurality of virtual object groups based on the collocation of the plurality of virtual object groups in the virtual object group to obtain the target configuration comprises:
displaying a wedge array in which the member virtual objects of the plurality of virtual object groups are arranged in a virtual scene in a wedge arrangement manner based on the number of the member virtual objects of the plurality of virtual object groups corresponding to each other in the virtual object group;
or,
displaying, based on the number of member virtual objects respectively corresponding to the plurality of virtual object groups in the virtual object group, an annular array in which the member virtual objects respectively corresponding to the plurality of virtual object groups surround a main control virtual object in a full-enclosure or semi-enclosure arrangement manner, where the main control virtual object is a virtual object independently configured in a main control object configuration interface.
5. The method of claim 1, wherein displaying the group of virtual objects in the virtual scene comprises:
displaying a combined configuration interface, wherein the combined configuration interface comprises a plurality of candidate virtual object groups;
displaying the group of virtual objects in the virtual scene in response to receiving a selection operation of the at least two of the plurality of candidate virtual object groups.
6. The method of any one of claims 1 to 5, wherein said group of virtual subjects comprises a group of virtual hunter subjects comprising a plurality of panelist hunter subjects and a group of virtual hunter subjects comprising a plurality of panelist hunter subjects;
the attack animation for displaying the attack of the plurality of member virtual objects in the plurality of virtual object groups on the virtual objects by the target formation and the corresponding virtual fight modes respectively comprises the following steps:
and displaying attack animations that the plurality of panelist hound objects and the plurality of panelist hound objects attack the enemy virtual objects in a following formation and corresponding virtual battle modes respectively, wherein the following formation refers to a formation that the plurality of panelist hound objects follow the plurality of panelist hound objects respectively.
7. The method of claim 6, wherein said displaying an attack animation of said plurality of panelist beagle subjects and said plurality of panelist hunter subjects attacking said hostile virtual object in a follow-up formation and respective corresponding virtual battle patterns comprises:
displaying a first attack animation of the virtual hunter object group against the enemy virtual object in a first battle manner, the first attack animation being used for indicating that the virtual hunter object group hits the enemy virtual object;
and displaying a second attack animation, wherein the second attack animation is used for attacking the enemy virtual object by the virtual hound object group in a second fight mode, and the second fight mode corresponds to a target attack value which is larger than the initial attack value of the panelist hound object in the virtual hound object group.
8. The method of claim 6, further comprising:
displaying a third attack animation of the virtual beagle object group against the enemy virtual object in a second fight manner, the third attack animation being used for indicating that the virtual beagle object group hits the enemy virtual object;
wherein the third attack animation corresponds to a first attack effect, the first attack effect being used to indicate a decrease in a movement speed of the hostile virtual object and a decrease in an attack value of the hostile virtual object; alternatively, the speed of movement of the plurality of panelist hunter subjects is increased and the attack value of the plurality of panelist hunter subjects is increased.
9. The method of claim 6 wherein said displaying an attack animation of said set of virtual beagles and said set of virtual hunter objects attacking said hostile virtual object in respective corresponding virtual wars comprises:
and responding to the elimination of the virtual hunter object group, displaying a fourth attack animation of the virtual hunter object group attacking the enemy virtual object in a second fighting mode, wherein the second fighting mode corresponds to a second attack effect, and the second attack effect is used for indicating that the plurality of panelist hunter objects continuously generate an attack effect of damaging the enemy virtual object for a preset time length.
10. The method of any one of claims 1 to 5, wherein said virtual object pool comprises a virtual slave object set comprising a plurality of panelist slave objects;
before displaying the attack animation in which the plurality of panelist virtual objects in the plurality of virtual object groups attack the virtual object by the enemy in the target formation and the respective corresponding virtual fight modes, the method further includes:
determining the arrangement position of the virtual servo object group in the virtual object group based on the virtual object type corresponding to the servo object in the virtual servo object group;
and determining the target array type based on the arrangement position corresponding to the virtual servo object group and the arrangement positions of other virtual object groups.
11. The method of claim 10, wherein said determining the position of said virtual valet object group within said virtual object group based on the virtual object class to which said virtual valet object corresponds comprises:
in response to the panelist wait object including a virtual soldier category, determining that the virtual valet object group is arranged in the virtual object group in front of other virtual object groups with the panelist wait object facing the hostile virtual object from the front of the object;
in response to the virtual valet object group including a virtual crossbow category, determining a position where the virtual valet object group is arranged behind other virtual object groups in the virtual object group and avoids a positive attack of the hostile virtual object;
in response to the virtual valet object group including a virtual infantry category, determining that the virtual valet object group is arranged in the virtual object group at positions on both sides of the other virtual object group.
12. An apparatus for controlling a set of virtual objects in a virtual scene, the apparatus comprising:
the display module is used for displaying a virtual object group in a virtual scene, wherein the virtual object group comprises a plurality of virtual object groups, the virtual object groups are object groups consisting of a plurality of member virtual objects of the same type, and the corresponding virtual fighting modes of the virtual objects of different virtual object types in the virtual scene are different;
a receiving module, configured to receive a fight control operation on the virtual object group, where the fight control operation is used to instruct a plurality of virtual object groups in the virtual object group to be controlled to perform cooperative fight in a target array, and the target array is used to instruct arrangement positions of the plurality of virtual object groups in the virtual object group;
the display module is further used for responding to the fight control operation and displaying attack animations that a plurality of panelist virtual objects in the virtual object groups attack the virtual objects in a manner that the target formations and the corresponding virtual fight modes respectively correspond to the virtual objects.
13. A computer program product comprising computer instructions which, when executed by a processor, implement a method of controlling a set of virtual objects in a virtual scene as claimed in any one of claims 1 to 11.
CN202211366359.1A 2022-10-31 2022-10-31 Control method, device and product of virtual object group in virtual scene Pending CN115645916A (en)

Priority Applications (2)

Application Number Priority Date Filing Date Title
CN202211366359.1A CN115645916A (en) 2022-10-31 2022-10-31 Control method, device and product of virtual object group in virtual scene
PCT/CN2023/127910 WO2024093940A1 (en) 2022-10-31 2023-10-30 Method and apparatus for controlling virtual object group in virtual scene, and product

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202211366359.1A CN115645916A (en) 2022-10-31 2022-10-31 Control method, device and product of virtual object group in virtual scene

Publications (1)

Publication Number Publication Date
CN115645916A true CN115645916A (en) 2023-01-31

Family

ID=84995615

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202211366359.1A Pending CN115645916A (en) 2022-10-31 2022-10-31 Control method, device and product of virtual object group in virtual scene

Country Status (2)

Country Link
CN (1) CN115645916A (en)
WO (1) WO2024093940A1 (en)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2024093940A1 (en) * 2022-10-31 2024-05-10 不鸣科技(杭州)有限公司 Method and apparatus for controlling virtual object group in virtual scene, and product

Family Cites Families (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2002143555A (en) * 2000-09-04 2002-05-21 Koei:Kk Formation control method, program, recording medium and game device
JP3894942B2 (en) * 2005-12-26 2007-03-22 株式会社バンダイナムコゲームス GAME DEVICE AND INFORMATION STORAGE MEDIUM
JP2011000170A (en) * 2009-06-16 2011-01-06 Namco Bandai Games Inc Program, information storage medium, and game apparatus
JP2011000169A (en) * 2009-06-16 2011-01-06 Namco Bandai Games Inc Program, information storage medium, and game apparatus
WO2015037732A1 (en) * 2013-09-13 2015-03-19 フィールズ株式会社 Game processing method, game processing device, and computer program
JP6872889B2 (en) * 2016-11-21 2021-05-19 株式会社コーエーテクモゲームス Game program, recording medium, game processing method
CN111841002A (en) * 2020-08-04 2020-10-30 网易(杭州)网络有限公司 Formation method and device, electronic equipment and storage medium
CN112717399A (en) * 2021-01-20 2021-04-30 上海莉莉丝网络科技有限公司 Game object combat control method, computer readable storage medium and intelligent terminal
CN113908536A (en) * 2021-09-08 2022-01-11 上海硬通网络科技有限公司 Object grouping array type switching method and device, electronic equipment and storage medium
CN115645916A (en) * 2022-10-31 2023-01-31 不鸣科技(杭州)有限公司 Control method, device and product of virtual object group in virtual scene

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2024093940A1 (en) * 2022-10-31 2024-05-10 不鸣科技(杭州)有限公司 Method and apparatus for controlling virtual object group in virtual scene, and product

Also Published As

Publication number Publication date
WO2024093940A1 (en) 2024-05-10

Similar Documents

Publication Publication Date Title
WO2021139371A1 (en) Virtual object control method, device, terminal, and storage medium
JP7476235B2 (en) Method, apparatus, and computer program for controlling virtual objects
CN110548288B (en) Virtual object hit prompting method and device, terminal and storage medium
WO2019105349A1 (en) Information display method and device, storage medium, and electronic device
JP7325537B2 (en) Target virtual object determination method, device, terminal and computer program
JP7447296B2 (en) Interactive processing method, device, electronic device and computer program for virtual tools
CN111298430A (en) Virtual item control method and device, storage medium and electronic device
TWI818351B (en) Messaging method, device, terminal, and medium for a multiplayer online battle program
US20230072503A1 (en) Display method and apparatus for virtual vehicle, device, and storage medium
KR102645535B1 (en) Virtual object control method and apparatus in a virtual scene, devices and storage media
WO2024093940A1 (en) Method and apparatus for controlling virtual object group in virtual scene, and product
WO2022095672A1 (en) Screen display method and apparatus, device and storage medium
CN112138379B (en) Interaction method and device among different application modes and storage medium
WO2024093941A1 (en) Method and apparatus for controlling virtual object in virtual scene, device, and product
CN113769394A (en) Prop control method, device, equipment and storage medium in virtual scene
CN112121428B (en) Control method and device for virtual character object and storage medium
CN111111165A (en) Control method and device of virtual prop, storage medium and electronic device
CN114042309B (en) Virtual prop using method, device, terminal and storage medium
CN113694515B (en) Interface display method, device, terminal and storage medium
CN114225393A (en) Game resource acquisition method, device, medium, device and program product
CN112121433A (en) Method, device and equipment for processing virtual prop and computer readable storage medium
JP7504287B2 (en) Screen display method, device, equipment, and computer program
KR102678616B1 (en) Method for determining target virtual object and device, terminal, and storage medium
WO2024125092A1 (en) Interaction method and apparatus based on flyable prop, and electronic device and storage medium
CN115671722A (en) Method, device, equipment and program product for displaying object action in virtual scene

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination