CN115645918A - Method, device, equipment, medium and product for aggregation in virtual scene - Google Patents

Method, device, equipment, medium and product for aggregation in virtual scene Download PDF

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Publication number
CN115645918A
CN115645918A CN202211379270.9A CN202211379270A CN115645918A CN 115645918 A CN115645918 A CN 115645918A CN 202211379270 A CN202211379270 A CN 202211379270A CN 115645918 A CN115645918 A CN 115645918A
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virtual
virtual object
battle
camp
marketing
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李亦非
傅泽宇
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Wuming Technology Hangzhou Co ltd
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Wuming Technology Hangzhou Co ltd
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Priority to CN202211379270.9A priority Critical patent/CN115645918A/en
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Abstract

The application discloses a method, a device, equipment, a medium and a product for marketing aggregation in a virtual scene, and relates to the technical field of virtual environments. The method comprises the following steps: displaying a first virtual object in a virtual scene; receiving an association relationship establishing operation; and under the condition that the first virtual object meets the aggregation condition corresponding to the first marketing, determining that the first virtual object is added into the first marketing. The operation of starting the virtual fight of the first virtual object is switched from the control of the target account to the automatic control of the system, and because the operation of initiating aggregation and starting the virtual fight is automatically controlled by the system, the human-computer interaction efficiency of forming the first battle and the first virtual object to participate in the virtual fight is improved.

Description

Method, device, equipment, medium and product for marketing aggregation in virtual scene
Technical Field
The embodiment of the application relates to the technical field of virtual environments, in particular to a method, a device, equipment, a medium and a product for assembly in a virtual scene.
Background
In an application program that supports virtual scenes, for example: in a tactical competitive game, a player can perform one-to-one fight with other players; the player can form a player battle with other players and carry out many-to-many battles with enemy battle.
In the related technology, a player marshals other players by initiating a marshalling request, and if the other players agree, the player can join in the battle; when the number of people in the player battle reaches the preset number, each player in the player battle can control the corresponding virtual character to fight against the enemy battle.
However, in the above related art, since other players are aggregated by initiating an aggregation request, a certain social relationship needs to exist between the players, and the human-computer interaction efficiency is low when the players are grouped.
Disclosure of Invention
The embodiment of the application provides a marketing aggregation method, a marketing aggregation device, equipment, a medium and a marketing aggregation product in a virtual scene, which improve the human-computer interaction efficiency when players are constructed, and the technical scheme is as follows:
in one aspect, a method for carrying out marketing aggregation in a virtual scene is provided, where the method includes:
displaying a first virtual object in a virtual scene, wherein the first virtual object is a virtual object controlled by a target account;
receiving an incidence relation establishing operation, wherein the incidence relation establishing operation is used for controlling the first virtual object to join a first camp, the first camp is a camp established by a system and contains a system formulated fight rule, the first camp is automatically controlled by the system to start virtual fight, and the virtual object in the first camp participates in the virtual fight in a fight mode according with the system formulated fight rule;
and determining that the first virtual object is added into the first marketing when the first virtual object meets the aggregation condition corresponding to the first marketing.
In another aspect, an apparatus for performing a formation aggregation in a virtual scene is provided, the apparatus including:
the display module is used for displaying a first virtual object in a virtual scene, wherein the first virtual object is a virtual object controlled by a target account;
the receiving module is used for receiving incidence relation establishing operation, the incidence relation establishing operation is used for controlling the first virtual object to be added into first camp, the first camp is a camp which is established by a system and contains a system formulated fight rule, the first camp is automatically controlled by the system to start virtual fight, and the virtual object in the first camp participates in the virtual fight in a fight mode which accords with the system formulated fight rule;
and the control module is used for determining that the first virtual object is added into the first marketing under the condition that the first virtual object meets the aggregation condition corresponding to the first marketing.
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 banker rendezvous method in the virtual scene according to any one of the above embodiments.
In another aspect, there is provided a computer readable storage medium having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, which is loaded and executed by a processor to implement the banker aggregation method in a virtual scenario as described in any 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 cause the computer device to execute the method for formation aggregation in a virtual scene as described in any of the above embodiments.
The beneficial effects brought by the technical scheme provided by the embodiment of the application at least comprise:
and judging whether the first virtual object meets the aggregation condition corresponding to the first marketing by receiving the association relationship establishing operation, and adding the first virtual object into the first marketing if the first virtual object meets the aggregation condition corresponding to the first marketing, so that the operation of starting the virtual fight by the first virtual object is switched from the control of a target account to the automatic control of a system. Because the operations of initiating aggregation and starting the virtual battle are automatically controlled by the system, the human-computer interaction efficiency of forming the first battle and the first virtual object participating in the virtual battle is improved.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these 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 performing a marshalling aggregation in a virtual scene according to an exemplary embodiment of the present application;
FIG. 4 is a schematic diagram of a potential force structure provided by an exemplary embodiment of the present application;
fig. 5 is a flowchart of an assembly method in a virtual scene according to another exemplary embodiment of the present application;
FIG. 6 is a display of an operator interface for joining a first formation as provided by an exemplary embodiment of the present application;
FIG. 7 is a display of an interface provided by an exemplary embodiment of the present application after a first camp has been added;
FIG. 8 is a flow chart of the internal management of the system for enacting rules for engagement control as provided by an exemplary embodiment of the present application;
fig. 9 is a flowchart of an assembly method in a virtual scene according to another exemplary embodiment of the present application;
FIG. 10 is a display of an interface showing the completion of a first aggregation set provided by an exemplary embodiment of the present application;
FIG. 11 is a display of an interface for a first battle to reach a target attack point as provided by an exemplary embodiment of the present application;
FIG. 12 is a flowchart illustrating an exemplary embodiment of a method for performing a clustering process in a virtual scene;
fig. 13 is a block diagram illustrating a structure of a camping aggregation apparatus in a virtual scene according to an exemplary embodiment of the present application;
fig. 14 is a block diagram of a computer device 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.
Non-user playing class roles (Non-Player Character, NPC): the virtual character is a virtual character which is not operated by a user in a game, is generally controlled by artificial intelligence of a computer, and can have a behavior mode of the virtual character. Types of NPC include: the system comprises a scenario NPC, a battle NPC, a service NPC and the like, wherein the scenario NPC is an NPC which provides story scenarios or information for virtual roles controlled by a user, when the virtual roles controlled by the user execute a task in a game, the task is accompanied with a corresponding story scenario, optionally, the NPC can make different feedbacks according to the communication information or action between the user and the scenario NPC, such as dropping a virtual prop, providing prompt information, releasing a new task and the like; the combat NPC is an NPC which can fight with a virtual character controlled by a user, and the combat NPC can be a virtual character which belongs to the same team as the virtual character controlled by the user, or an NPC (namely an enemy NPC) which needs to be attacked by the virtual character controlled by the user; the service NPC is an NPC providing services for a virtual character controlled by a user, for example, the service NPC is a virtual character of a business person, a training virtual character, and the like in a virtual environment, optionally, the NPC executes a fixed action or issues fixed information, and the virtual character controlled by the user receives the service of the service NPC, and acquires corresponding information, a prop, an experience value, and the like.
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 a poison gas circle, a marshland 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 finally the virtual object which 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.
In applications that support virtual scenarios, for example: in a tactical competitive game, a player can carry out one-to-one fight with other players; the system can also form a player battle with other players and carry out many-to-many battle with enemy battle. In the related technology, a player marshals other players by initiating a marshalling request, and if the other players agree, the player can join in the marshalling; when the number of people in the player battle reaches the preset number, each player in the player battle can control the corresponding virtual character to fight against the enemy battle. However, in the above related art, since other players are aggregated by initiating an aggregation request, a certain social relationship needs to exist between the players, and the human-computer interaction efficiency is low when the players are grouped.
The embodiment of the application provides an arrangement aggregation method in a virtual scene, which comprises the steps of establishing operation by receiving an incidence relation, judging whether a first virtual object accords with an aggregation condition corresponding to a first arrangement, and adding the first virtual object into the first arrangement if the first virtual object accords with the aggregation condition, so that the operation of starting virtual fight by the first virtual object is switched from target account control to system automatic control. Because the operations of initiating aggregation and starting virtual fight are automatically controlled by the system, on one hand, the human-computer interaction efficiency of forming the first battle and the first virtual object participating in the virtual fight is improved; on the other hand, another choice of participating in many-to-many virtual fight is provided for the player who is not good at social interaction, and the experience of the player on the game is improved.
The method for performing the assembly in the virtual scene, which is 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, and the embodiment of the present application does not limit the method.
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 the implementation environment relates to a terminal 210, a server 220, and a communication network 230, wherein the terminal 210 and the server 220 are connected through the communication network 230.
The terminal 210 supports displaying various interfaces in a target application program in which a target account is logged. Illustratively, the terminal 210 displays a virtual scene through the target application program, where the virtual scene includes a first virtual object, and the first virtual object is a virtual object hosted by the target account.
When the terminal 210 receives an association relationship establishment operation for controlling a first virtual object to join a first battle, an association relationship establishment instruction is sent to the server 220, after the server 220 receives the association relationship establishment instruction, whether the first virtual object meets an aggregation condition corresponding to the first battle is judged, if yes, the first virtual object is controlled to join the first battle, and the virtual object in the first battle is automatically controlled by a system to start a virtual battle; optionally, the server 220 stores a control instruction for the first camp, and when the control instruction is triggered, the server controls the first virtual object to automatically participate in the virtual battle in the first camp according to the control instruction, and sends a battle result of participating in the virtual battle to the terminal 210, and the terminal 210 displays the battle result.
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 series 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 optional 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 (i.e., the player in the present application) and in the process of collecting the relevant data of the user, the present application may display a prompt interface, a pop-up window, or output voice prompt information, where the prompt interface, the pop-up window, or the voice prompt information is used to prompt the user to collect the relevant data currently, 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 pop-up window, otherwise (i.e., when the confirmation operation sent by the user to the prompt interface or the pop-up window is not obtained), the relevant step of obtaining the relevant data of the user is ended, i.e., 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 aggregation 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 aggregation in a virtual scene provided in an exemplary embodiment of the present application, and the method is described by taking as an example that the method is applied to a terminal shown in fig. 2, and as shown in fig. 3, the method includes:
step 301, displaying a first virtual object in a virtual scene.
The first virtual object is a virtual object hosted by the target account.
The virtual scene refers to a virtual scene displayed (or provided) by a target application program (such as a tactical sports application program) when the target 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.
The target application program is logged with a target account. Optionally, the first virtual object is an avatar used to represent the target account in a virtual scene, and the virtual object may be a single virtual object (e.g., a virtual soldier object) or a virtual object group (e.g., a virtual soldier army) formed by a plurality of panelist virtual objects, which is not limited in this embodiment of the present application.
Optionally, the player may control the first virtual object to perform an activity in the virtual scene, for example: walking, jumping, fighting, adding into camp formation, separating from camp formation, assembling other virtual objects to form camp formation, dispelling camp formation, etc.
Step 302, receiving an association relationship establishing operation.
The incidence relation establishing operation is used for controlling a first virtual object to be added into first camp, the first camp is camp created by the system and contains a fight rule formulated by the system, the first camp is automatically controlled by the system to start virtual fight, and the virtual object in the first camp participates in virtual fight in a fight mode conforming to the fight rule formulated by the system.
Schematically, in a game, the first battle is a battle established by the NPC force (the force controlled by a system) in the game play, the NPC force corresponds to the fighting rule formulated by the system, and the virtual object added into the battle participates in the game play along with the system formulated fighting rule corresponding to the NPC force. The fighting rules include a rule for opening a virtual fighting, a management rule for a virtual object (for example, management of the virtual object in the camp and a relationship with other camp virtual objects), a rendezvous condition of the camp, and the like, which are not limited in the embodiment of the present application.
Optionally, in the game, mainly including the player momentum and the non-player momentum (i.e., NPC momentum), the created battle summoned by the player itself belongs to the player momentum, and the non-player momentum is automatically created by the system.
Optionally, the non-player potential includes not only the non-player character but also the player character, and when the player character belongs to the non-player potential, the non-player potential can be added into the formation (i.e., the first formation) established by the non-player potential; if the player character does not belong to the non-player power, the player character cannot be added into the battle established by the non-player power.
It is noted that non-player momentum is long-term momentum, while a burst established by non-player momentum is a short-term burst. Illustratively, in the game, if a player joins a certain non-player momentum, the player does not actively quit or does not meet the joining condition of the non-player momentum (for example, the player does not participate in the virtual fight for a long time), and the player always belongs to the non-player momentum; and to first camps, non-player's momentum will be in every virtual fight time, establish new camps, summon the player and join the camps, optionally, after one or many virtual fight ends, the camps that non-player's momentum was established will be dismissed, after the dismission, the player that originally belonged to camps will not belong to this camps, but still belong to the non-player's momentum of establishing camps.
Optionally, in the game, a plurality of non-player forces may be included, and each non-player force may be in a cooperative relationship or a hostile relationship, so that a plurality of battlements established by different non-player forces may be in a cooperative relationship or a hostile relationship; multiple battlements created by the same non-player's efforts may be in a cooperative relationship or in a hostile relationship.
Referring to fig. 4, schematically, fig. 4 shows a potential force structure diagram in a game, which includes a non-player potential force 400 and a player potential force 410:
wherein, the non-player potential 400 includes a player character and an NPC, and the player character in the non-player potential 400 is a character that meets the join condition of the non-player potential 400, for example; non-player momentum 400 may be added only if the player character's corresponding rating reaches level 10; the characters included in player momentum 410 all belong to the player character.
The non-player forces 400 may establish a first battle 401 during a team summons time period of the virtual battle, and the player character belonging to the non-player forces 400 is authorized to join the first battle 401, if the player character belonging to the non-player forces 400 meets the joining conditions of the first battle 401, for example: a player character belonging to the non-player potential 400 may join the first play 401 if the rank of the player character is greater than or equal to the target rank set for the first play.
The second play 411 is a play that the player character builds by itself. If the first battle 401 and the second battle 411 are in enemy relationship, virtual battles can be performed between them.
Optionally, automatically controlling the opening of the virtual engagement by the system comprises at least one of:
1. the system automatically controls and selects the time and the place of the virtual fight starting and the fight object, and the player can control the virtual object to fight in the virtual fight.
Schematically, in a game, a virtual object controlled by a player can join a first battle, after the virtual object joins the first battle, whether the virtual object participates in virtual fight or not cannot be controlled, the starting time of the virtual fight to participate, the fight place and the fight object cannot be controlled, and the virtual fight can be passively participated in only by the system control; when the virtual battle is started, the player can control the virtual object to fight with the enemy virtual object in the battle.
2. The system automatically controls and selects the time, the place and the fight object of the virtual fight starting, and the system controls the virtual object to fight in the virtual fight.
Illustratively, in the game, when a virtual object controlled by a player joins a first battle, the player loses the control right of the virtual object, the virtual object can start a virtual battle according to a battle rule formulated by the system, and the virtual object can fight with an enemy virtual object in the virtual battle according to the battle rule formulated by the system. Optionally, the virtual object may be separated from the first battle in the virtual battle, that is, separated from the control of the system, and when the virtual object corresponding to the player is eliminated in the virtual battle, or the player chooses to quit the first battle, the virtual object may be separated from the control of the system, and the player may resume the control right of the virtual object.
Optionally, the first battle is in an initial state, that is, before any player-controlled virtual object joins, the first battle includes a first NPC, the first NPC belongs to non-player forces, and the first NPC is a constructor of the first battle, illustratively, when a virtual battle begins in the game, the system automatically generates the first NPC, and controls the first NPC to issue a command for constructing the first battle, so as to aggregate the player-controlled virtual object to join the first battle. Optionally, other virtual objects in the first lineup assist the first NPC in participating in the virtual battle.
Alternatively, the first play may be in an initial state, the first play may not include any virtual objects, optionally, the player-controlled virtual objects may be increased in level in the non-player momentum by participating in the virtual battle (e.g., in a field of virtual battle, the level of the virtual objects in the non-player momentum will be increased if the number of enemy virtual objects is eliminated greater than a preset threshold), and the higher level virtual objects may cause other virtual objects to assist themselves in participating in the virtual battle. Illustratively, if the level of the virtual object 1 in the non-player momentum is 5, and the level of the virtual object 2 in the non-player momentum is 1, and the system can automatically control the virtual object 2 to be an auxiliary object for the virtual object 1, the virtual object 2 needs to assist the virtual object 1 in the virtual match.
Optionally, the triggering condition of the association relationship establishing operation includes at least one of the following conditions:
1. the system automatically issues a gathering request of a first barrack, the gathering request is displayed in a public communication area in a virtual scene, an association relationship establishment control is displayed in the virtual scene in response to a player clicking the gathering request, and the player clicks the association relationship establishment control, namely, association relationship establishment operation is triggered.
Optionally, in response to there being a first mount of aggressor sites in the virtual scene, the system automatically issues a mount request for the first mount.
Illustratively, the first camp corresponds to a camp site in the virtual scene, and if there is an offensive camp site within the scope of the camp site (for example, another camp site is camped in the camp site), the system will issue a rendezvous request, and the rendezvous virtual object is added into the first camp, so as to launch an attack to the camp site camped with the other camp site.
2. The system sends a first aggregation request to the virtual object in the specified range, an association relationship establishing control is displayed in the virtual scene in response to a player clicking the aggregation request, and the player clicks the association relationship establishing control, namely, the association relationship establishing operation is triggered.
Wherein the specified range includes at least one of:
the first case, the designated range, refers to a virtual object that does not add any marketing in a preset time range.
Illustratively, in a tactical competitive game, the tactical battle comprises a potential battle field, and the potential battle refers to a battle mode that players can freely combine into a single battle, fight against other battles and compete for the territory of the battle. Optionally, after the potential wars start, if the virtual object corresponding to the player has not joined any battle within a preset time period, the player receives an aggregation request sent by the first battle, and if the player agrees to the request, triggers an instruction for the virtual object to request to join the first battle.
In the second case, the designated range is a virtual object in which the level of the virtual character corresponding to the player is higher than a preset level.
Illustratively, in a tactical competitive game, when a potential fight begins, a first play may send a rendezvous request to players above level 5, and if the players agree to the request, an instruction to the virtual object to request to join the first play is triggered.
And in the third situation, a camp identification of the first camp is displayed in the virtual scene, and the specified range refers to a virtual object which is less than a preset distance away from the camp identification.
Illustratively, in a tactical competitive game, after a potential battle starts, a system randomly generates a first barrack and a corresponding barrack identifier in a virtual scene, the first barrack will send an aggregation request to a player within a preset distance range of the barrack identifier, and if the player agrees to the request, a virtual object is triggered to request to join a first barrack instruction.
The above examples of the specified range are only illustrative, and the present embodiment is not limited thereto.
3. And displaying a first NPC corresponding to the first battle array in the virtual scene, and triggering an association relationship establishing operation in response to the interaction between the player control virtual object and the first NPC.
Optionally, when the number of times of interaction between the virtual object and the first NPC reaches a preset number threshold, an association relationship establishing operation is triggered. Illustratively, the virtual object and the first NPC have a conversation, when the number of times of the conversation between the virtual object and the first NPC reaches a preset number threshold, the first NPC sends a rendezvous request to a player corresponding to the virtual object, and if the player agrees to the request, an instruction for requesting the virtual object to join the first marketing is triggered.
Optionally, when the virtual object completes the task issued by the first NPC, the association relationship establishing operation is triggered. Illustratively, when the virtual object interacts with the first NPC, the first NPC may issue a game task (for example, collect a preset number of game props) to the virtual object, when the virtual object completes the task, the first NPC sends a rendezvous request to a player corresponding to the virtual object, and if the player agrees to the request, the first NPC triggers the virtual object to request to join the first marketing instruction.
Step 303, determining that the first virtual object is added into the first camp under the condition that the first virtual object meets the aggregation condition corresponding to the first camp.
Optionally, the aggregation condition corresponding to the first run comprises at least one of the following conditions:
1. and under the condition that the number of the virtual objects in the first marketing is smaller than a preset number threshold value, determining that the first virtual objects are added into the first marketing.
The preset number threshold value is also the number of virtual objects that can be accommodated by the first barrack, and schematically, assuming that the number of virtual objects that can be accommodated by the first barrack is 15, if the number of virtual objects in the first barrack is 10 at this time, the first virtual object may be added into the first barrack; if the number of virtual objects in the first camp is 15, the first virtual object cannot be added to the first camp.
2. And under the condition that the level corresponding to the first virtual object is greater than the target level, determining that the first virtual object is added into the first camp.
Optionally, the target level refers to a level preset in the system. That is, only when the level of the first virtual object is higher than the preset level, the first virtual object can be successfully added into the first camp; and when the level of the first virtual object is lower than or equal to the preset level, the first virtual object cannot join the first marketing.
Optionally, the target level refers to a level of other virtual objects. Illustratively, assuming that the number of virtual objects that can be accommodated by the first battle is 15, virtual object 1 and virtual object 2 initiate a request to join the first battle simultaneously, and the level of virtual object 1 is higher than the level of virtual object 2; at this time, if the number of virtual objects in the first camp is 14, the virtual object 1 at the high level is successfully added to the first camp, and the virtual object 2 at the low level cannot be added to the first camp.
Optionally, the target level refers to a level corresponding to the first run. Illustratively, the target level corresponding to the first marketing is 4 levels, and the first virtual object is controlled to be added into the first marketing only when the level corresponding to the first object is greater than 4 levels.
In some optional embodiments, the upper target level includes a plurality of levels, that is, the target level is actually a level range, and the first virtual object is controlled to join the first camp in response to the level corresponding to the first virtual object being within the level range.
3. The first marketing corresponds to a first NPC, and when the intimacy degree of the first virtual object and the first NPC is larger than the target intimacy degree, the first virtual object is determined to be added into the first marketing.
Optionally, the affinity of the first virtual object with the first NPC depends on the number of interactions between the first virtual object and the first NPC, and the number of times the first virtual object completes a task issued by the first NPC; that is, the greater the number of interactions between the first virtual object and the first NPC, the greater the number of times the first virtual object completes the task issued by the first NPC, and the greater the affinity of the first virtual object with the first NPC.
Optionally, the target intimacy degree refers to a preset intimacy degree in the system. That is, only when the intimacy between the first virtual object and the first NPC is higher than the preset intimacy, the first virtual object can successfully join the first camp; and when the intimacy degree of the first virtual object is lower than or equal to the preset intimacy degree, the first virtual object cannot be added into the first camp.
Alternatively, the target affinity refers to the affinity of other virtual objects. Illustratively, assuming that the number of virtual objects that can be accommodated by the first camp is 15, the virtual object 1 and the virtual object 2 initiate a request to join the first camp at the same time, and the intimacy between the virtual object 1 and the first NPC is higher than that between the virtual object 2 and the first NPC; at this time, if the number of virtual objects in the first camp is 14, the virtual object 1 having a high affinity with the first NPC is successfully added to the first camp, and the virtual object 2 having a low affinity with the first NPC cannot be added to the first camp.
4. And under the condition that the type of the virtual object corresponding to the first virtual object is a first marketing preset type, determining that the first virtual object is added into the first marketing.
The type of the virtual object includes a soldier type, a artillery type, an infantry type, and the like, which are not limited in the embodiment of the present application.
Illustratively, if the type of the virtual object required to be aggregated by the first camp is a soldier type, the first camp can be successfully added only if the first virtual object is the soldier type. Optionally, the type of the virtual object that first battle requires to aggregate may also be multiple types, and each type corresponds to virtual object quantity, and is schematic, if first battle requires to aggregate 3 soldiers, 10 infantries, 2 artillery, there are 8 infantries, 2 artillery and 2 soldiers in current first battle, then first virtual object can successfully join first battle when soldier or infantry.
In some optional embodiments, the first marketing is a marketing created by non-player momentum, and if the first virtual object does not belong to non-player momentum when requesting to join the first marketing, a relationship creation interface is displayed, where the relationship creation interface is configured to receive an operation of requesting the first virtual object to join non-player momentum.
Alternatively, in some alternative embodiments, the first virtual object will automatically add to the non-player's efforts to establish the first play after the first virtual object has successfully added to the first play.
In some optional embodiments, the first virtual object is a virtual object representing a player character, and in a case that the first virtual object meets an aggregation condition corresponding to a first battle, it is determined that a virtual object group joins the first battle following the first virtual object, where the virtual object group includes a plurality of panelist virtual objects, and the virtual object group is used to cooperate with the first virtual object to participate in a virtual battle.
Optionally, the first virtual object may be followed by a plurality of virtual object groups, wherein the panelist virtual objects in each virtual object group belong to the same category of virtual objects; alternatively, the panelist virtual objects in each virtual object group belong to different kinds of virtual objects.
Optionally, the virtual object type corresponds to a virtual fight manner of the virtual object in the virtual scene.
Illustratively, the virtual object group a is a virtual object group of a type of soldier, the virtual object group B is a virtual object group of a type of close-combat infantry, and different virtual object types correspond to different virtual combat modes according to differences of the virtual object types.
For example: the member virtual object in the virtual object group A is a virtual object of the type of the soldier, when the member virtual object in the virtual object group A carries out virtual fight in a virtual scene, the virtual fight is carried out by adopting a virtual fight mode corresponding to the type of the soldier, such as: and the member virtual objects in the virtual object group A attack the enemy virtual objects on the horse backs, and the attack mode of attacking on the horse backs is used as a virtual fight mode corresponding to the type of the soldiers.
Illustratively, assuming that the number of virtual objects that can be accommodated by the first barrack is 15, if the number of virtual objects in the first barrack is 10 at this time, no matter how many member virtual objects follow the first virtual object at this time, the first virtual object can be added into the first barrack, and after the first virtual object is added into the first barrack, the member virtual object is also added into the first barrack, and the number of member virtual objects is not counted in the number of virtual objects that can be accommodated by the first barrack; if the number of virtual objects in the first camp is 15, the first virtual object cannot be added to the first camp.
Or, assuming that the number of virtual objects that can be accommodated by the first marketing is 15, the number of virtual objects in the first marketing is 10, if 4 member virtual objects follow the first virtual object, the first virtual object can be added into the first marketing, and after the first virtual object is added into the first marketing, the member virtual object is also added into the first marketing, and the number of the member virtual objects is counted into the number of virtual objects that can be accommodated by the first marketing; if there are 5 member virtual objects following the first virtual object, the first virtual object may not join the first lineup.
Optionally, after the first virtual object joins the first battle, a battle result of the first virtual object participating in the virtual battle in the first battle may be displayed.
Optionally, a battle result of the first virtual object being system-controlled to participate in the virtual battle in the first battle lineup is displayed. Illustratively, after the virtual match-up starts, the player cannot control the virtual object to play, and the system automatically controls the virtual object to play, for example: the system controls the virtual soldier object to use the submachine skill to perform the submachine, and an enemy is hurt to the virtual object.
Or displaying the fight result of the first virtual object controlled by the player to participate in the virtual fight in the first battle. Illustratively, the player can not control the starting time, the ending time, the starting place and the object of the virtual battle, but the player can control the fighting mode (such as the using skill) of the virtual object when participating in the virtual battle, and the player can control the virtual object to make harm to the virtual object by the enemy.
Optionally, when the number of the virtual objects in the first camp is equal to the preset number threshold, in response to that the first camp is within the preset aggregation time period, the number of the virtual objects in the first camp is equal to the preset number threshold, and displaying a fighting result of the first virtual object participating in the virtual fight in the first camp. Schematically, assuming that the preset aggregation time corresponding to the first barrack is 3 minutes, and the preset number threshold is 15, if the number of the virtual objects added into the first barrack in 3 minutes reaches 15, aggregation is finished, and the system will control all the virtual objects in the first barrack to perform virtual battle.
Optionally, in response to that the aggregation time corresponding to the first marketing reaches a preset aggregation time period and that a difference value between the number of the virtual objects in the first marketing and a preset number threshold is greater than a difference value threshold, adding a number of second virtual objects corresponding to the difference value in the first marketing, where the second virtual objects are used to indicate that the character type is a virtual object of a non-player character. Illustratively, the difference threshold is 0, and if the preset aggregation time is 3 minutes, the number of the virtual objects added to the first marketing is 13, but not 15, the system automatically adds 2 NPCs to the first marketing, so that the number of the virtual objects in the first marketing is 15.
Optionally, within the preset aggregation time of the first camp, other camps cannot attack the first camp.
Optionally, the first battle works according to a battle rule formulated by a preset system, a virtual battle is started, and the first virtual object is controlled to participate in the virtual battle. The preset system-formulated fight rule refers to the time, the place and the fight object for starting the virtual fight corresponding to the first fight stored in the system. Schematically, when the first battle reaches a preset set point, the virtual battle is started, and a battle object of the virtual battle is a battle in a data point closest to the set point; or when the first marketing is attacked by other marketing, the virtual fight for other marketing is immediately started. The embodiment of the application does not limit the details of the rules for the system to establish the fight rules.
Optionally, the first virtual object may be detached from the first camp while participating in the virtual battle, wherein the detaching from the first camp includes at least one of:
1. the player controls the first virtual object to depart from the first play.
Illustratively, a control for "quitting the first play" is displayed in the virtual scene, and the player triggers the control, namely, quitting the first play.
2. The system automatically controls the first virtual object to depart from the first marketing.
Alternatively, in a case where a fight result of the first virtual object participating in the virtual fight in the first battle is a first fight result, it is determined that the first virtual object is out of the first battle.
And the first fight result indicates that the attribute value of the first virtual object is less than or equal to a preset attribute value threshold value. Illustratively, when the first virtual object participates in the virtual battle, the life value is less than or equal to the preset life value threshold, or the life value of the first virtual object is 0, the system may control the first virtual object to leave the first campsite.
Alternatively, the first battle result indicates that the first battle formation failed to fight in the virtual battle. Illustratively, when the enemy camp occupies the site where the first camp is located, or after all the virtual objects in the first camp are eliminated by the enemy camp, the first camp is represented to fail in the virtual battle, the first camp is dispersed, and the first virtual object is separated from the first camp.
To sum up, the method for aggregation in formation in a virtual scene provided by the embodiment of the present application establishes an operation by receiving an association relationship, determines whether a first virtual object meets an aggregation condition corresponding to a first aggregation, and adds the first virtual object into the first aggregation if the first virtual object meets the aggregation condition, so that the operation of opening a virtual battle by the first virtual object is switched from a target account control to a system automatic control, and forms the first aggregation to display a battle result of the first virtual object participating in the virtual battle in the first aggregation. Because the operations of initiating aggregation and starting the virtual battle are automatically controlled by the system, the human-computer interaction efficiency of forming the first battle and the first virtual object participating in the virtual battle is improved.
According to the method provided by the embodiment of the application, when the number of the virtual objects in the first camp is smaller than the preset number threshold, the first virtual objects are controlled to be added into the first camp, the number of the virtual objects capable of being accommodated in the first camp is limited, and therefore the efficiency of building the first camp is improved.
In the method provided by the embodiment of the application, when the number of the virtual objects added into the first marketing is equal to the number of the virtual objects capable of being accommodated in the first marketing within the corresponding aggregation time, the first marketing is successfully established, that is, the system can control the virtual objects in the first marketing to participate in the virtual fight; when the aggregation time of the first barracks is reached, the first barracks end aggregation, if the number of the virtual objects of the first barracks is smaller than the number of the virtual objects which can be accommodated in the first barracks, the system supplements the corresponding number of non-player roles in the first barracks, and the efficiency of the first barracks is further improved through the limitation of time and number.
According to the method provided by the embodiment of the application, in the process that the first virtual object participates in the virtual battle, if the attribute value of the first virtual object is smaller than or equal to the preset attribute value threshold, the system automatically controls the first virtual object to be separated from the first battle, and therefore the human-computer interaction efficiency of the first virtual object during participation in the virtual battle is improved.
In some optional embodiments, when the system for starting virtual battle makes a battle rule that the battle rule is attacked by other battles, the virtual battle for the battle can be started, please refer to fig. 5, which shows a flowchart of a battle aggregation method 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 shown in fig. 2, as shown in fig. 5, the method includes:
step 501, displaying a first virtual object in a virtual scene.
The first virtual object is a virtual object hosted by the target account.
Step 502, receiving an association relationship establishing operation.
The incidence relation establishing operation is used for controlling a first virtual object to be added into a first battle, the first battle is a battle created by the system and contains a system formulated fight rule, the first battle is automatically controlled by the system to start a virtual fight, and the virtual object in the first battle participates in the virtual fight in a fight mode according with the system formulated fight rule.
Schematically, in a game, the first battle refers to a battle established by the NPC momentum in the game play, a virtual object of the battle is added, and a system corresponding to the NPC momentum is made to participate in the game play according to a battle rule.
Alternatively, if there is a group of virtual objects (including a plurality of panelist virtual objects) following the first virtual object, the time, place and battle object at which the virtual battle is opened are automatically controlled by the system, and the player can control the first virtual object and the plurality of panelist virtual objects to participate in the virtual battle.
The player may control the first virtual object and the panelist virtual object, respectively, to participate in the virtual match. Optionally, in response to receiving a first control operation on the first virtual object, displaying a first action animation corresponding to the first virtual object executing the first control operation in the virtual scene; and in response to receiving a second control operation on the virtual object group, displaying that the virtual object group executes a second action animation matched with the first virtual object in the virtual scene.
Illustratively, the first control operation is used to indicate an operation mode for controlling the first virtual object to perform a corresponding action in the virtual scene, for example: and the first control operation is used for controlling the first virtual object to carry out an attack action in the virtual scene, and then based on the first control operation, the first virtual object is controlled to carry out an attack in the virtual scene. The second control operation is used for indicating an operation mode of controlling the virtual object group to move in the virtual scene in coordination with the first virtual object.
Optionally, in response to receiving a second control operation for the designated virtual object group, controlling the member virtual objects in the designated virtual object group to enter the target coordination mode. Alternatively, after the first virtual object and the member virtual object in the designated virtual object group are displayed in the virtual scene, the player can select the engagement mode of the designated virtual object group, thereby selectively controlling the virtual engagement state of the designated virtual object group.
Optionally, the target coordination mode is determined in response to receiving a triggering operation on the coordination 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 matching mode is used for indicating the member virtual object to match the first virtual object in the virtual battle.
Illustratively, after the target matching mode is determined, the member virtual object performs processes such as moving and attacking in the virtual scene based on the target matching mode, so as to perform virtual battle in the virtual scene in cooperation with the first virtual object.
For example: if the target matching mode is the following mode, designating the member virtual object in the virtual object group to follow the first virtual object in the virtual scene after determining the target matching mode; 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.
Optionally, in response to there being a first mount of aggressor sites in the virtual scene, the system automatically issues a mount request for the first mount. If the player responds to the aggregation request (e.g., approves the aggregation request), an association establishment interface is displayed on the player's target application interface, which includes the name of the first barrage, an identification of the first barrage (e.g., a badge representing the barrage, etc.), the current aggregation countdown of the first barrage, and the number of virtual objects currently contained in the first barrage.
Schematically, referring to fig. 6, after the player responds to the aggregation request, an association relationship establishment interface 600 is displayed on an interface of a virtual scene of the player, a "join first camp" control 601 is displayed in the interface 600, and the player clicks the "join first camp" control 601, so that a request for joining first camp can be sent to first camp; all the squares in the interface 600 represent the number of virtual objects that can be accommodated in the first run, wherein the black square 602 represents that a virtual object has been added at the position, and optionally, by clicking on the black square 602, the player can view basic information (e.g., nickname, level, etc.) of the added virtual object, and the white square 603 represents that no virtual object exists at the position, that is, in the interface 600, the number of black squares represents the number of virtual objects currently existing in the first run.
Optionally, in the interface 600, there is also displayed an aggregation remaining time "03", which represents that the first straying ends after 3 minutes and 25 seconds. If the player does not want to join the first battle, the 'return' or 'exit' control can be clicked; alternatively, when the rendezvous is complete, the player will automatically exit the interface 600.
Optionally, during the time of the formation aggregation, the first formation cannot be attacked by other formations.
In some optional embodiments, the association relationship establishing operation is further configured to control an enterprise in which the first virtual object is located to join the first enterprise. Illustratively, in the force battle of the tactical sports game, generally, the virtual objects in one formation are qualified to participate in the force battle after the number of the virtual objects reaches a certain number threshold, and if the number of the virtual objects in the formation where the player is located does not reach the certain number threshold, the formation where the player is located can be selected to be added into the first formation. It should be noted that after the player battles and first battle, the operations at the battle level (for example, how to start the virtual battle) are controlled by the system, and the player can only control the corresponding virtual object to fight in the virtual battle or quit the battle.
Step 503, determining that the first virtual object is added into the first camp under the condition that the first virtual object meets the aggregation condition corresponding to the first camp.
Optionally, in a case that the number of virtual objects in the first marketing is smaller than a preset number threshold, it is determined that the first virtual object joins the first marketing. Referring to fig. 6, schematically, if the number of black squares is 1 (representing the number of virtual objects in the first marketing), and the number of all the squares is 15 (representing the preset number threshold), it indicates that the first virtual object meets the aggregation condition corresponding to the first marketing, and after the first virtual object is successfully added into the first marketing, the system controls the first virtual object to start the virtual battle. Referring to fig. 7, schematically, an interface where the first virtual object joins the first barrack successfully is shown, in the interface 700, a consolidation identifier 701 of the first barrack is displayed, wherein a name of non-player strength of the first barrack, a number of people of the current virtual object, a number of people of the virtual object that can be accommodated, and a remaining consolidation time are displayed, and an operation interface 702 of the first virtual object is also displayed, wherein a "quit the first barrack" control 703 is displayed, and the "quit the first barrack" control 703 is clicked, so that the first virtual object can quit the first barrack.
In some optional embodiments, the system establishes the fight rule and is further used for controlling internal management of the non-player power of the first battle, illustratively, the internal management includes officer assignment, family leader handover, internal member removal, and the like, which is not limited in this embodiment.
The officer is used for adjusting the level of the virtual object meeting the condition, illustratively, the level of the virtual object just added with the momentum of the non-player is 1 level, and when the virtual object is in the momentum of the non-player and the number of the virtual objects participating in the virtual fight to cumulatively eliminate the enemy is 5, the level of the virtual object in the momentum of the non-player is adjusted to be 2 levels, and so on. The transfer of the family leader means that when the level of the target virtual object in the non-player momentum is increased to the highest level of the non-player momentum setting, the system can transfer the control right of the non-player momentum to the target virtual object, namely the time, the place and the object of the virtual fight for controlling the first battle formation opening of the target virtual object. The internal member moving-out means that the number of times of participating in the virtual fight in the preset time period of the virtual object in the non-player momentum is less than or equal to a first preset number of times; alternatively, the cumulative number of times that the virtual object in the non-player's momentum does not participate in the virtual match is greater than or equal to a second predetermined number of times, and the system may remove the virtual object from the first play.
Referring to fig. 8, schematically, a flowchart of internal management provided in an embodiment of the present application is shown, where the flowchart includes the following steps:
s801: and starting.
I.e. the flow of the system's content management for the first lineup begins.
S802: and judging whether the player does not participate in the virtual battle for a plurality of times.
That is, the operation data of the player participating in the virtual match in the first battle is counted, and the number of times of the player participating in the virtual match is analyzed.
S803: if the player does not participate in the virtual battle for a plurality of times, the player is moved out of the non-player momentum.
Illustratively, if the player does not engage in the virtual match 3 consecutive times (assuming the system sets the preset number of times to 3), the system will automatically move the player out of the non-player momentum.
S806: and (6) ending.
That is, the flow of the content management of the first lineup by the system is ended.
S804: and if the player participates in the virtual battle for multiple times, judging whether the player meets the next-level job promotion requirement.
Illustratively, if the job promotion requirement is the elimination number of the enemy virtual objects, the number of the enemy virtual objects currently eliminated by the player is calculated, and the corresponding target level is determined.
S805: and if the player reaches the next level of job promotion requirement, promoting the job of the player.
Illustratively, if the culling quantity reaches the quantity corresponding to the target level, the player is adjusted to the target level. Optionally, after the position of the player is increased, the process returns to step 804 to continuously determine whether the player reaches the next position increasing requirement.
S806: and if the player does not reach the next level of job promotion requirement, ending.
Illustratively, if the culling quantity does not reach the quantity corresponding to the target level, the process of internal management of the system on the non-player momentum is ended.
And step 504, displaying a fight result of the first virtual object in the first fight with the second fight under the condition that the first fight is attacked by the second fight.
Wherein the first and second camps are in hostile relation.
Optionally, the condition that the first marketing is attacked by the second marketing includes at least one of the following conditions:
1. when the first camp in the moving state is attacked by the second camp, the moving state refers to a state in which the virtual object in the first camp moves in the virtual scene.
Schematically, after the first camp is aggregated, the first camp moves to a designated camping point according to a fight rule formulated by the system, in the moving process of the first camp, if the first camp is chased by the second camp, the system immediately starts virtual fight, controls a virtual object in the first camp to enter virtual fight, and controls the virtual object to fight against a hostile virtual object in the second camp; alternatively, the players control the respective virtual objects to combat the enemy virtual objects in the second lineup.
2. In a case where the first camp in the camping state is attacked by the second camp, the camping state refers to a state where the virtual object in the first camp stays at a specified place in the virtual scene.
Schematically, after the first camp is aggregated, the first camp moves from the aggregation point to the camping point (namely, a designated site), when the first camp receives attacks of other camps at the camping point, the system starts a virtual fight for the second camp, controls a virtual object in the first camp to enter the virtual fight, and controls the virtual object to fight against a hostile virtual object in the second camp; alternatively, the players control the respective virtual objects to combat the opposing virtual objects in the second play.
Optionally, if the first barrack is in virtual fight with the second barrack, and all virtual objects in the first barrack are eliminated, the first barrack is resolved.
To sum up, the method for aggregation in formation in a virtual scene provided by the embodiment of the present application establishes an operation by receiving an association relationship, determines whether a first virtual object meets an aggregation condition corresponding to a first aggregation, and adds the first virtual object into the first aggregation if the first virtual object meets the aggregation condition, so that the operation of opening a virtual battle by the first virtual object is switched from a target account control to a system automatic control, and forms the first aggregation to display a battle result of the first virtual object participating in the virtual battle in the first aggregation. Because the operations of initiating aggregation and starting virtual fight are automatically controlled by the system, the human-computer interaction efficiency of forming the first battle and the first virtual object to participate in the virtual fight is improved.
According to the method provided by the embodiment of the application, when the first barrack is in a moving or camping state, if the first barrack is attacked by other barracks, the virtual battle can be started immediately, the system controls the first virtual object to participate in the virtual battle in the first barrack, and the human-computer interaction efficiency of the first virtual object in the virtual battle is improved.
In some optional embodiments, the virtual scene includes a target attack point, where the target attack point is used to indicate a place where a virtual object in a first camp aggregates and launches an attack to a third camp, and the system for starting virtual battle makes a battle rule to reach the target attack point, please refer to fig. 9, which shows a flowchart of a camp aggregation method in the 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. 9, the method includes:
step 901 displays a first virtual object in a virtual scene.
The first virtual object is a virtual object hosted by the target account.
Optionally, the first virtual object is an avatar used to represent the target account in a virtual scene, and the virtual object may be a single virtual object (e.g., a virtual soldier object) or a virtual object group (e.g., a virtual soldier army) formed by a plurality of panelist virtual objects, which is not limited in this embodiment of the present application.
Step 902, receiving an association relationship establishing operation.
The incidence relation establishing operation is used for controlling a first virtual object to be added into a first battle, the first battle is a battle created by the system and contains a system formulated fight rule, the first battle is automatically controlled by the system to start a virtual fight, and the virtual object in the first battle participates in the virtual fight in a fight mode according with the system formulated fight rule.
Schematically, in a game, the first battle refers to a battle established by the NPC momentum in the game play, a virtual object of the battle is added, and a system corresponding to the NPC momentum is made to participate in the game play according to a battle rule.
Step 903, determining that the first virtual object is added into the first marketing when the first virtual object meets the aggregation condition corresponding to the first marketing.
Optionally, in a case that the number of virtual objects in the first camp is less than a preset number threshold, it is determined that the first virtual object is added to the first camp. The preset number threshold value is also the number of virtual objects that can be accommodated by the first barrack, and schematically, assuming that the number of virtual objects that can be accommodated by the first barrack is 15, if the number of virtual objects in the first barrack is 10 at this time, the first virtual object may be added into the first barrack; if the number of virtual objects in the first camp is 15, the first virtual object cannot be added to the first camp.
And 904, displaying a fight result of the first virtual object in the first battle with the third battle under the condition that the first battle moves to the target attack point.
Optionally, in response to the completion of the first barrack aggregation, that is, the aggregation time of the first barrack is within the preset aggregation time period, the number of people who add the virtual object of the first barrack is equal to the preset number threshold corresponding to the first barrack, and the aggregation time of the first barrack reaches the preset aggregation time period, the system may control the first barrack to move to the designated target attack point, and perform the zhai. Alternatively, zhai refers to the construction of defense works at target attack points for defending against attacks by enemy virtual objects.
Referring to fig. 10, schematically, an interface diagram of a completed first barrack aggregation is shown, as shown in fig. 10, in an interface 1000, the number of virtual objects in the first barrack in which the first virtual object 1001 is located is 15, and the number of virtual objects that can be accommodated in the first barrack is reached.
Referring to fig. 11, schematically, an interface diagram of the first barrage reaching the target attack point after aggregation is completed is shown, and in the interface 1100, the system controls the virtual object in the first barrage to camp at the designated camping point 1101.
Optionally, in the case that the first barrack moves to the target attack point, triggering a timer to start timing; and responding to the fact that the timing duration of the timer reaches the preset duration, and displaying a fighting result of the first virtual object in the first camp with the third camp.
Illustratively, when the virtual object in the first campsite moves to the target attack point, the defense workforce will begin to be built at the target attack point, the building time of the defense workforce is the preset duration, in the preset duration, the first campsite can not actively attack other campsites, and after the defense workforce is built (namely, the timing duration of the timer reaches the preset duration), the system will control the virtual object in the first campsite to open the virtual battle of the third campsite.
Optionally, before moving to the target attack point, the position of the target attack point needs to be determined according to the position of the data point where the third lattice is located.
Illustratively, the system first determines the site to be attacked based on the location of the rendezvous point or the ranking of the rendezvous virtual objects, for example: and selecting the marketing in the data points closest to the aggregation point position as an attack target (third marketing), or selecting the marketing in the data points with the same average grade as the virtual objects in the marketing as the attack target. Secondly, the position of the target attack point is determined according to the surrounding terrain of the third bank and the type of the clustered virtual object. Illustratively, if the terrain around the third formation is a plain and the virtual object is mainly a soldier, the target attack point can be selected from a relatively flat place in the plain and keeps a certain distance from the place where the third formation is located.
Optionally, in the process that the virtual object is added into the first battle to participate in the virtual battle, the virtual object can obtain additional battle attributes for addition in the virtual battle, and if the virtual object is realized as a virtual soldier object, for example, the virtual soldier object is explained, in an initial state, the virtual soldier object is 5 meters away, and the injury value of the assault skill enemy to the virtual object is 100 points; if the virtual soldier object uses the assault skill when the virtual soldier object participates in the virtual battle, the injury value of the enemy to the virtual object is 120 points beyond 5 meters; optionally, in the process of adding the virtual object into the first barrack and participating in the virtual battle, additional virtual resource addition can be obtained, illustratively, if a player adds barracks formed by other players, the number of people who eliminate the virtual object in the barrack is 5, and 500 virtual resources can be obtained; if the player joins the first battle created by the non-player, the number of the virtual objects for eliminating the enemy battle in the battle is also 5, and 800 virtual resources can be obtained.
To sum up, the marketing aggregation method in the virtual scene provided by the embodiment of the application establishes operation by receiving the association relationship, judges whether the first virtual object meets the aggregation condition corresponding to the first marketing, and adds the first virtual object into the first marketing if the first virtual object meets the aggregation condition, so that the operation of starting the virtual battle by the first virtual object is switched from the target account control to the system automatic control, the first marketing is formed, and the fighting result of the first virtual object participating in the virtual fighting in the first marketing is displayed. Because the operations of initiating aggregation and starting the virtual battle are automatically controlled by the system, the human-computer interaction efficiency of forming the first battle and the first virtual object participating in the virtual battle is improved.
According to the method provided by the embodiment of the application, when the first battle moves to the target attack point, optionally, after the attack countdown corresponding to the target attack point is finished, the virtual battle is started immediately, the system controls the first virtual object to participate in the virtual battle in the first battle, and the human-computer interaction efficiency of the first virtual object in the virtual battle participation is improved.
Referring to fig. 12, a complete flow chart of a method for performing assembly in a virtual scene according to an exemplary embodiment of the present application is shown, where as shown in fig. 12, the method includes:
step 1201, start.
That is, the system automatically controls the start of the process of participating in the virtual battle in the first battle in the virtual scene.
Step 1202, determine whether there is an offensive site.
That is, the system determines whether there are offensive sites in the virtual scene.
Optionally, the system randomly generates a plurality of camp aggregation points in the virtual scene, the camp aggregation points are distributed at each position in the virtual scene, the first camp aggregation is taken as an example for explanation, and whether a site where an enemy camp is located exists in a preset range of the target aggregation point is judged, that is, whether an offensive site exists in the virtual scene is judged.
If there is no offensive base, step 1203, ends.
Schematically, if the base point where the enemy camp is located does not exist in the preset range of the target aggregation point, that is, it is judged that no offensive base point exists in the virtual scene, the system automatically controls the first camp in the virtual scene to participate in the process of the virtual battle.
In step 1204, if there are offensive sites, aggregation is initiated.
Illustratively, if the base point where the enemy camp is located exists in the preset range of the target aggregation point, namely, the offensive base point is judged to exist in the virtual scene, the system can automatically issue an aggregation request of the first camp, the aggregation request is displayed in a public communication area in the virtual scene, a player clicks the aggregation request, a control for 'adding the first camp' is displayed in the virtual scene, and the player clicks the control, namely, the request for adding the first camp is triggered.
Or the system sends an aggregation request of a first barrack to the virtual objects within the specified range, and in response to the player clicking the aggregation request, a control for adding the first barrack is displayed in the virtual scene, and the player clicks the control, namely, the request for adding the first barrack is triggered. The appointed range refers to a virtual object without any marketing in a preset time range; or, the virtual object is a virtual object whose level of the virtual character corresponding to the player is higher than a preset level; or, the virtual object is a virtual object whose distance from the aggregation point of the first run is smaller than a preset distance, which is not limited in the embodiment of the present application.
And step 1205, judging whether the first marketing is full of members.
That is, the size relationship between the number of virtual objects currently existing in the first run and the number of virtual objects that can be accommodated in the first run is determined.
In step 1206, if the first cramming is not full, it is determined whether the first cramming waiting countdown is finished.
If the number of the virtual objects currently existing in the first barracks is smaller than the number of the virtual objects capable of being accommodated in the first barracks, judging that the first barracks are not full, and continuously judging whether the countdown of the first barracks waiting is finished, namely judging whether the aggregation time (from the initiation of aggregation) of the first barracks is equal to the preset aggregation time.
Step 1207, if the first battle waiting countdown is finished, the NPC will and the army are supplemented.
That is, if the number of virtual objects currently existing in the first barrack is smaller than the number of virtual objects that can be accommodated in the first barrack, and the aggregation time length of the first barrack is equal to the preset aggregation time length, it indicates that the virtual objects in the first barrack are not full after aggregation is completed, and the NPC military officers and the military officers carried by the NPC military officers, which are automatically controlled by the system, can be supplemented in the first barrack.
And step 1208, performing a first marketing march.
That is, after the NPC will automatically controlled by the system and the military troops carried by the NPC will, the number of the virtual objects in the first camp is equal to the number of the virtual objects that can be accommodated by the first camp, and then the first camp fullness is determined, and the system can control the aggregated virtual objects in the first camp to move to the camping site. The camping point is the target attack point in step 804, and the method for determining the target attack point has been described in step 804, and is not described herein again.
And step 1205, if the first marketing waiting countdown is not finished, judging whether the first marketing is full of members.
Illustratively, if the aggregation time length of the first marketing is less than the preset aggregation time length, the process returns to step 1205, and determines the size relationship between the number of virtual objects currently existing in the first marketing and the number of virtual objects that can be accommodated in the first marketing.
And step 1208, if the first camp is full of members, the first camp marching is performed.
Illustratively, if the aggregation time of the first camp is less than or equal to the preset aggregation time, the number of the virtual objects currently existing in the first camp is equal to the number of the virtual objects capable of being accommodated in the first camp, and it is determined that the first camp is full, and the system can control the aggregated virtual objects in the first camp to move to the camping site.
Step 1209, determine whether the first battle was chased.
That is, in the process that the first camp is moved to the camp pricking point, whether the first camp is pursued by the enemy camp is judged.
In step 1210, the first battle is chased.
If the enemy camp pursuits the first camp, the system immediately controls the first camp to start the virtual fight of the enemy camp. The system controls the virtual object to fight with the enemy virtual object in the enemy camp; alternatively, the players control the respective virtual objects to fight the enemy virtual objects in the enemy parade.
Step 1211, determine whether the pursuit battle is victory.
Optionally, it is determined whether all virtual objects in the enemy camp are eliminated by the first camp, or whether all virtual objects in the enemy camp escape from the attack range of the first camp.
Step 1209, if the pursuit is victory, whether the first battle is pursued is judged.
That is, if the first battle eliminates all the virtual objects in the enemy battle, or all the virtual objects in the enemy battle escape from the attack range of the first battle, the pursuit win of the first battle is judged. After the pursuit is victory, the first camp battle continues to move to the camping site, and if there is an attack on the first camp battle by other enemy camp, step 1209 is continuously executed.
In step 1212, the pursuit battle is resolved for the first time if the pursuit battle is not successful.
Optionally, if all the virtual objects in the first battle are eliminated, that is, it is determined that the pursuit cannot win, the first battle is dismissed.
Step 1203, end.
Namely after the first marketing solution is scattered, the system automatically controls the flow of the first marketing solution in the virtual scene to participate in the virtual fight to end.
And 1213, if the first marketing is not chased, the first marketing binds the marketing.
If no enemy camp pursuit hits the first camp, the system controls the first camp to reach a camp pricking point and starts camping. Optionally, the camping corresponds to camping time, timing is started when the first camping arrives, and the camping is finished immediately if the first camping arrives, and then the camping is finished. Optionally, during camping, the first campsite cannot actively launch an attack, but other campsites may attack the first campsite in the camping.
Step 1214, determine whether the first operating village is attacked.
Namely, whether the first camps are attacked by enemy camps in the camping process is judged.
In step 1215, if the first battle is attacked, the first battle fights the battle of the village.
If the first battle is attacked by the enemy battle in the process of camping, the system immediately controls the first battle to start the virtual fight against the enemy battle in the camping. The system controls the virtual object to fight with the enemy virtual object in the enemy camp; alternatively, the players control respective virtual objects to combat enemy virtual objects in an enemy battle.
In step 1216, it is determined whether the Yinzhai battle wins.
Optionally, it is determined whether all virtual objects in the enemy camp are eliminated by the first camp, or whether all virtual objects in the enemy camp escape from the attack range of the first camp.
Step 1214, if the Yingzhai battle victory, determine whether the first Yingzhai is attacked or not.
That is, if the first battle rejects all the virtual objects in the enemy battle, or all the virtual objects in the enemy battle escape from the attack range of the first battle, the battle victory of the first battle is determined. And after the pursuit is won, the first camp is tied up, and if other enemy camp attacks on the first camp exist in the process, the step 1214 is executed continuously.
In step 1212, if the battle of Yingzhai has not won, the first battle is scattered.
Optionally, if all the virtual objects in the first battle are eliminated, that is, it is determined that the village battle is not victory, the first battle is disassembled.
Step 1203, end.
Namely after the first marketing solution is scattered, the system automatically controls the flow of the first marketing solution in the virtual scene to participate in the virtual fight to end.
If the first battle village is not attacked, the first battle village waits for city attack, step 1217.
If the first camp formation is not attacked by enemy camp formation in the camp forming process, after the camp formation is finished, the first camp formation starts to attack the corresponding base point of the camp forming point.
Step 1203, end.
Optionally, after the attack of the first marketing on the base point corresponding to the camping point is finished, the system automatically controls the flow of the first marketing in the virtual scene to participate in the virtual fight to be finished.
Fig. 13 is a block diagram of a structure of an arrangement aggregation apparatus in a virtual scene according to an exemplary embodiment of the present application, and as shown in fig. 13, the apparatus includes the following components:
a display module 1300, configured to display a first virtual object in a virtual scene, where the first virtual object is a virtual object hosted by a target account;
a receiving module 1310, configured to receive an association establishment operation, where the association establishment operation is used to control the first virtual object to join a first camp, where the first camp is a camp created by a system and includes a system-defined combat rule, the first camp is automatically controlled by the system to start a virtual combat, and the virtual object in the first camp participates in the virtual combat in a combat manner that conforms to the system-defined combat rule;
a control module 1320, configured to determine that the first virtual object is added to the first camp when the first virtual object meets a rendezvous condition corresponding to the first camp.
In some optional embodiments, the control module 1320 is further configured to, in a case that a first virtual object meets an aggregation condition corresponding to the first battle, determine that a virtual object group joins the first battle along with the first virtual object, where the virtual object group includes a plurality of panelist virtual objects, and the virtual object group is configured to participate in a virtual battle with the first virtual object.
In some optional embodiments, the control module 1320 is further configured to determine that the first virtual object joins the first camp if the number of virtual objects in the first camp is smaller than a preset number threshold.
In some optional embodiments, the display module 1300 is further configured to display a fighting result of the first virtual object in the first camp against a second camp if the first camp is attacked by the second camp; wherein the first and second camps are in a hostile relationship.
In some optional embodiments, the display module 1300 is further configured to, in a case that the first camp in a moving state is attacked by the second camp, determine that the moving state refers to a state in which a virtual object in the first camp moves in the virtual scene; alternatively, in response to the first camping being in a camping state being attacked by the second camping, the display module 1300 may determine that the virtual object in the first camping stays at the designated location in the virtual scene.
In some optional embodiments, the virtual scene includes a target attack point, where the target attack point is used to indicate a place where virtual objects in the first camp are aggregated and attack is initiated to a third camp; the display module 1300 is further configured to display a fighting result of the first virtual object in the first camp in fighting with the third camp when the first camp moves to the target attack point.
In some optional embodiments, the display module 1300 is further configured to trigger a timer to start timing when the first array moves to the target attack point; the display module 1300 is further configured to display a fight result of the first virtual object in the first camp formation in fighting with the third camp formation in response to that the timing duration of the timer reaches a preset duration.
In some optional embodiments, the display module 1300 is further configured to display a fighting result of the first virtual object participating in the virtual fighting in the first battle in response to that the first battle is within a preset aggregation time period and the number of virtual objects in the first battle is equal to the preset number threshold.
In some optional embodiments, the display module 1300 is further configured to, in response to that the aggregation time corresponding to the first marketing reaches the preset aggregation time period and a difference between the number of virtual objects in the first marketing and the preset number threshold is greater than a difference threshold, add a number of second virtual objects corresponding to the difference in the first marketing, where the second virtual objects are used to indicate that the character type is a virtual object of a non-player character.
In some optional embodiments, the control module 1320 is further configured to determine that the first virtual object is out of the first battle when a battle result of the first virtual object participating in the virtual battle in the first battle is a first battle result, and the first battle result indicates that an attribute value of the first virtual object is less than or equal to a preset attribute value threshold.
To sum up, the marketing aggregation device in the virtual scene provided by the embodiment of the application establishes operation by receiving the association relationship, judges whether the first virtual object meets the aggregation condition corresponding to the first marketing, and adds the first virtual object into the first marketing if the aggregation condition meets the requirement, so that the operation of opening the virtual fight by the first virtual object is switched from target account control to system automatic control. Because the operations of initiating aggregation and starting the virtual battle are automatically controlled by the system, the human-computer interaction efficiency of forming the first battle and the first virtual object participating in the virtual battle is improved.
It should be noted that: the marketing aggregation device in the 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 distributed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the embodiment of the assembly device in the virtual scene and the embodiment of the assembly method in the virtual scene provided by the above embodiments belong to the same concept, and the specific implementation process thereof is described in detail in the method embodiment, and is not described herein again.
Fig. 14 shows a block diagram of a computer device 1400 provided by an exemplary embodiment of the present application. The computer device 1400 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. Computer device 1400 may also be referred to by other names such as user equipment, portable terminal, laptop terminal, desktop terminal, and the like.
Generally, computer device 1400 includes: a processor 1401, and a memory 1402.
Processor 1401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1401 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), PLA (Programmable Logic Array). Processor 1401 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 1401 may be integrated with a GPU (Graphics Processing Unit) that is responsible for rendering and drawing content that the display screen needs to display. In some embodiments, processor 1401 may further include an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.
Memory 1402 may include one or more computer-readable storage media, which may be non-transitory. Memory 1402 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 memory 1402 is used to store at least one instruction for execution by processor 1401 to implement the banker staging method in a virtual scene provided by method embodiments herein.
In some embodiments, computer device 1400 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 computer device 1400. The proximity sensor is used to capture the distance between the user and the front of the computer device 1400.
The gyro sensor may detect a body direction and a rotation angle of the computer apparatus 1400, and the gyro sensor may cooperate with the acceleration sensor to acquire a 3D motion of the user to the computer apparatus 1400. The processor 1401, based on the data collected by the gyro sensor, may implement the following functions: motion sensing (such as changing the UI according to a user's tilting operation), image stabilization at the time of photographing, game control, and inertial navigation.
The pressure sensors may be disposed on the side bezel of the computer device 1400 and/or underneath the display screen. When the pressure sensor is disposed on the side frame of the computer device 1400, the holding signal of the user to the computer device 1400 may be detected, and the processor 1401 performs left-right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor. When the pressure sensor is arranged at the lower layer of the display screen, the processor 1401 controls the operable 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, computer device 1400 also includes other component parts, and those skilled in the art will appreciate that the architecture shown in FIG. 14 is not meant to be limiting for computer device 1400, 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 includes a processor and a memory, where at least one instruction, at least one program, a code set, or a set of instructions is stored in the memory, and the at least one instruction, the at least one program, the code set, or the set of instructions is loaded and executed by the processor to implement the banket aggregation method in the virtual scene provided by the above 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 bankbook aggregation method in the virtual scene provided in 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 cause the computer device to execute the method for formation aggregation in a virtual scene as described 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 (14)

1. A method for carrying out assembly clustering in a virtual scene is characterized by comprising the following steps:
displaying a first virtual object in a virtual scene, wherein the first virtual object is a virtual object controlled by a target account;
receiving an incidence relation establishing operation, wherein the incidence relation establishing operation is used for controlling the first virtual object to join a first camp, the first camp is a camp which is established by a system and contains a system formulated fight rule, the first camp is automatically controlled by the system to start a virtual fight, and the virtual object in the first camp participates in the virtual fight in a fight mode which accords with the system formulated fight rule;
and determining that the first virtual object is added into the first camp under the condition that the first virtual object meets the aggregation condition corresponding to the first camp.
2. The method of claim 1, wherein determining that the first virtual object joins the first marketing method if the first virtual object meets a clustering condition corresponding to the first marketing, comprises:
and under the condition that the first virtual object meets the aggregation condition corresponding to the first marketing, determining that a virtual object group is added into the first marketing along with the first virtual object, wherein the virtual object group comprises a plurality of panelist virtual objects, and the virtual object group is used for cooperating with the first virtual object to participate in virtual battle.
3. The method of claim 2, wherein determining that the first virtual object joins the first barrack if the first virtual object meets a clustering condition corresponding to the first barrack comprises:
and under the condition that the number of the virtual objects in the first marketing is smaller than a preset number threshold value, determining that the first virtual object is added into the first marketing.
4. The method of claim 2, wherein after determining that the first virtual object joined the first battle, further comprising:
when the first marketing is attacked by a second marketing, displaying a fight result of the first virtual object fighting with the second marketing in the first marketing;
wherein the first and second camps are in a hostile relationship.
5. The method of claim 4, wherein if the first straggle is attacked by a second straggle, the method comprises:
when the first camp in the moving state is attacked by the second camp, the moving state refers to a state in which a virtual object in the first camp moves in the virtual scene;
or,
in a case where the first camping under camping state is attacked by the second camping, the camping state refers to a state where a virtual object in the first camping stays at a specified place in the virtual scene.
6. The method of claim 2, wherein the virtual scene comprises a target attack point, and the target attack point is used for indicating a place where virtual objects in the first marketing aggregate and attack a third marketing;
after the controlling the first virtual object to join the first marketing, the method further includes:
and displaying a fight result of the first virtual object fighting with the third battle in the first battle under the condition that the first battle moves to the target attack point.
7. The method of claim 6, wherein displaying a fight result of the first virtual object fighting the third battle in the first battle if the first battle moves to the target attack point comprises:
under the condition that the first marketing moves to the target attack point, triggering a timer to start timing;
and responding to the fact that the timing duration of the timer reaches a preset duration, and displaying a fight result of the first virtual object in the first battle with the third battle.
8. The method of any of claims 4 to 7, further comprising:
responding to the situation that the first battle is in a preset aggregation time length, the number of the virtual objects in the first battle is equal to the preset number threshold, and displaying a fighting result of the first virtual object participating in the virtual fighting in the first battle.
9. The method of claim 8, further comprising:
responding to the aggregation time corresponding to the first marketing to reach the preset aggregation time length, and adding a second virtual object of which the number is corresponding to the difference value into the first marketing, wherein the difference value between the number of the virtual objects in the first marketing and the preset number threshold is larger than the difference value threshold, and the second virtual object is used for indicating that the character type is a virtual object of a non-player character.
10. The method of any of claims 4 to 7, further comprising:
determining that the first virtual object is separated from the first battle when a battle result of the first virtual object participating in the virtual battle in the first battle is a first battle result, wherein the first battle result indicates that an attribute value of the first virtual object is smaller than or equal to a preset attribute value threshold.
11. An arrangement for aggregation in a virtual scene, the arrangement comprising:
the display module is used for displaying a first virtual object in a virtual scene, wherein the first virtual object is a virtual object controlled by a target account;
the receiving module is used for receiving incidence relation establishing operation, the incidence relation establishing operation is used for controlling the first virtual object to be added into first camp, the first camp is a camp which is established by a system and contains a system formulated fight rule, the first camp is automatically controlled by the system to start virtual fight, and the virtual object in the first camp participates in the virtual fight in a fight mode which accords with the system formulated fight rule;
and the control module is used for determining that the first virtual object is added into the first marketing under the condition that the first virtual object meets the aggregation condition corresponding to the first marketing.
12. A computer device comprising a processor and a memory, the memory having stored therein at least one instruction that is loaded and executed by the processor to implement the method of banker aggregation in a virtual scene according to any one of claims 1 to 10.
13. A computer-readable storage medium, wherein at least one instruction is stored in the storage medium, and wherein the at least one instruction is loaded and executed by a processor to implement the method for battle assembly in a virtual scene as claimed in any one of claims 1 to 10.
14. A computer program product comprising computer instructions which, when executed by a processor, implement a method of battle aggregation in a virtual scene as claimed in any one of claims 1 to 10.
CN202211379270.9A 2022-11-04 2022-11-04 Method, device, equipment, medium and product for aggregation in virtual scene Pending CN115645918A (en)

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