CN117815660A - Team fighting method, device and computer readable storage medium in game - Google Patents

Team fighting method, device and computer readable storage medium in game Download PDF

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Publication number
CN117815660A
CN117815660A CN202410021088.9A CN202410021088A CN117815660A CN 117815660 A CN117815660 A CN 117815660A CN 202410021088 A CN202410021088 A CN 202410021088A CN 117815660 A CN117815660 A CN 117815660A
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China
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task
combat
team
subtask
target
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CN202410021088.9A
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Chinese (zh)
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许展昊
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202410021088.9A priority Critical patent/CN117815660A/en
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Abstract

The embodiment of the application discloses a team fight method, a team fight device and a computer readable storage medium in a game; setting task attribute information of each subtask in a task sequence of a target combat task by responding to combat task setting operation triggered on a game interface, wherein the task attribute information comprises combat nature and task time limit information of the subtask; displaying at least one candidate object, and determining an intention team object selected to participate in a target combat task in the candidate object in response to the team forming operation for the candidate object; determining a combat team performing the target combat task based on the intent team object; in response to a target combat task being initiated by an combat team, team combat prompt information is displayed on a game interface based on task attribute information of the subtask in the task sequence, the team combat prompt information including combat properties and task time limit information of the currently executed subtask. Therefore, based on team fight prompt information displayed in the game interface, the team fight efficiency is effectively improved.

Description

Team fighting method, device and computer readable storage medium in game
Technical Field
The present application relates to the field of gaming technologies, and in particular, to a team fighting method, apparatus, and computer readable storage medium in a game.
Background
With the rapid development of life and science, people often play an entertainment role through application programs of games, and relax mind and body. In multiplayer online games, players need to perform some game tasks by teams, such as teams with teammates players to attack enemies in an area. In the existing team fight method, the team players often communicate with each other in a voice manner to guide the action trend of the fight task.
In the research and practice process of the prior art, the prior team fight method for fight communication in a voice mode is found that team players cannot efficiently acquire relevant information of team fight in the team fight process, so that the team fight efficiency is poor.
Disclosure of Invention
The embodiment of the application provides a team fight method, a team fight device and a computer readable storage medium in a game, which can improve the team fight efficiency in the game and further improve the game efficiency of a player.
The embodiment of the application provides a team fight method in a game, which comprises the following steps:
Setting task attribute information of each subtask in a task sequence of a target combat task in response to combat task setting operation triggered at a game interface, wherein the task attribute information comprises combat nature and task time limit information of the subtask;
displaying at least one candidate object, and determining an intention team object selected to participate in the target combat task in the candidate object in response to a team forming operation for the candidate object;
determining a combat team performing the target combat task based on the intent group object;
and responding to the target combat task, and displaying team combat prompt information on the game interface based on task attribute information of the subtasks in the task sequence, wherein the team combat prompt information comprises combat properties and task time limit information of the subtasks currently executed.
Accordingly, an embodiment of the present application provides a team fight device in a game, including:
the setting unit is used for responding to the fight task setting operation triggered on the game interface and setting task attribute information of each subtask in a task sequence of the target fight task, wherein the task attribute information comprises fight property and task time limit information of the subtask;
A team forming unit, configured to display at least one candidate object, and determine, in response to a team forming operation for the candidate object, an intention team forming object selected to participate in the target combat task from among the candidate objects;
a determining unit configured to determine a battle team that performs the target battle task based on the intention team object;
and the display unit is used for responding to the target combat task started by the combat team, displaying team combat prompt information on the game interface based on task attribute information of the subtask in the task sequence, wherein the team combat prompt information comprises combat properties and task time limit information of the subtask currently executed.
In addition, the embodiment of the application further provides a computer readable storage medium, wherein the computer readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the steps in any team fight method in the game provided by the embodiment of the application.
In addition, the embodiment of the application also provides a computer device, which comprises a processor and a memory, wherein the memory stores an application program, and the processor is used for running the application program in the memory to realize the team fight method in the game provided by the embodiment of the application.
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, so that the computer device executes the steps in the team fight method in the game provided in the embodiment of the present application.
According to the embodiment of the application, task attribute information of each subtask in a task sequence of a target combat task is set by responding to combat task setting operation triggered on a game interface, wherein the task attribute information comprises combat properties and task time limit information of the subtasks; displaying at least one candidate object, and determining an intention team object selected to participate in a target combat task in the candidate object in response to the team forming operation for the candidate object; determining a combat team performing the target combat task based on the intent team object; in response to a target combat task being initiated by an combat team, team combat prompt information is displayed on a game interface based on task attribute information of the subtask in the task sequence, the team combat prompt information including combat properties and task time limit information of the currently executed subtask. Therefore, by setting the task sequence of the target combat task to be carried out by the team and task attribute information such as combat nature and task time limit of each subtask in the task sequence, the combat formation prompting information comprising combat nature and task time limit information of the subtask currently carried out can be displayed in the game interface when the team of the target combat task is started, so that players can intuitively and efficiently acquire the combat formation related information of the subtask currently carried out in the task sequence based on the combat formation prompting information displayed in the game interface, and the combat task of the team formation can be carried out rapidly and efficiently in the combat process of the team with changeable conditions and time emergency, thereby effectively improving the combat efficiency of the team.
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In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the description of the embodiments will be briefly introduced below, it being obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic diagram of an implementation scenario of a team fight method in a game provided in an embodiment of the present application;
FIG. 2 is a schematic flow chart of a team fight method in a game provided in an embodiment of the present application;
FIG. 3a is an interface schematic diagram of a team fight method in a game provided in an embodiment of the present application;
FIG. 3b is a schematic diagram of a battle task configuration panel of a team battle method in a game according to an embodiment of the present application;
FIG. 3c is a schematic diagram of another battle task configuration panel of a team battle method in a game provided in an embodiment of the present application;
FIG. 3d is a task configuration diagram of a team fight method in a game provided in an embodiment of the present application;
FIG. 3e is a schematic diagram of a game interface of a team fighting method in a game provided in an embodiment of the present application;
FIG. 3f is a schematic diagram of another game interface of a team fighting method in a game provided in an embodiment of the present application;
FIG. 3g is a schematic diagram of a task switching interface of a team fight method in a game provided in an embodiment of the present application;
FIG. 3h is a schematic diagram of another task switch interface of a team fight method in a game provided in an embodiment of the present application;
FIG. 4 is a task flow diagram of a team fight method in a game provided in an embodiment of the present application;
FIG. 5 is a schematic structural view of a team fight device in a game provided in an embodiment of the present application;
fig. 6 is a schematic structural diagram of a computer device according to an embodiment of the present application.
Detailed Description
The following description of the embodiments of the present application will be made clearly and fully with reference to the accompanying drawings, in which it is evident that the embodiments described are only some, but not all, of the embodiments of the present application. All other embodiments, which can be made by those skilled in the art based on the embodiments herein without making any inventive effort, are intended to be within the scope of the present application.
Embodiments of the present application provide a team fighting method, apparatus and computer readable storage medium in a game. The team fight device in the game can be integrated in computer equipment, and the computer equipment can be a server, a terminal and other equipment.
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 cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, network acceleration services (Content Delivery Network, CDN), basic cloud computing services such as big data and an artificial intelligent platform. Terminals may include, but are not limited to, cell phones, computers, intelligent voice interaction devices, intelligent appliances, vehicle terminals, aircraft, and the like. The terminal and the server may be directly or indirectly connected through wired or wireless communication, which is not limited herein.
Referring to fig. 1, taking an example that a team fight device in a game is integrated in a computer device, fig. 1 is a schematic view of an implementation scenario of a team fight method in a game provided in an embodiment of the present application, where the computer device may be a terminal, and the computer device may set task attribute information of each subtask in a task sequence of a target fight task in response to a fight task setting operation triggered at a game interface, where the task attribute information includes fight properties and task time limit information of the subtasks; displaying at least one candidate object, and determining an intention team object selected to participate in a target combat task in the candidate object in response to the team forming operation for the candidate object; determining a combat team performing the target combat task based on the intent team object; in response to a target combat task being initiated by an combat team, team combat prompt information is displayed on a game interface based on task attribute information of the subtask in the task sequence, the team combat prompt information including combat properties and task time limit information of the currently executed subtask.
It should be noted that, the schematic view of the implementation environment of the team fight method in the game shown in fig. 1 is only an example, and the implementation environment of the team fight method in the game described in the embodiment of the present application is for more clearly describing the technical solution of the embodiment of the present application, and does not constitute a limitation to the technical solution provided in the embodiment of the present application. As one of ordinary skill in the art can know, with the evolution of data processing and the appearance of new business scenarios, the technical scheme provided in the application is equally applicable to similar technical problems.
The scheme provided by the embodiment of the application is specifically illustrated by the following embodiment. The following description of the embodiments is not intended to limit the preferred embodiments.
The present embodiment will be described in terms of a team fighter device in a game that may be integrated in a computer device, which may be a terminal and/or a server, as the application is not limited herein.
Referring to fig. 2, fig. 2 is a flow chart of a team fighting method in a game according to an embodiment of the present application. The team fighting method in the game comprises the following steps:
In step 101, task attribute information of each subtask in a task sequence of a target combat task is set in response to a combat task setting operation triggered at a game interface.
The game interface may be an interface corresponding to an application program provided or displayed through a graphical user interface. The graphical user interface is obtained by executing a software application on a processor of the terminal device and rendering the software application on a display, and may be a display screen interface of the terminal device, where the graphical user interface may represent all or only part of the game scene. The fight task setting operation may be an operation of setting task attribute information of a fight task, the fight task may be a task of completing a team fight for a plurality of players, the target fight task may be a fight task set by the fight task setting operation, the target fight task may include a plurality of subtasks, the plurality of subtasks may be set in a task sequence, the task sequence may be an entirety of a plurality of subtasks having a time sequence included in the target fight task, the task attribute information may be information describing attributes of the subtasks, for example, the task attribute information may include fight properties and task time limit information of the subtasks, the fight properties may be fight targets of the subtasks, for example, may include fight occupation area, preemption space, latency fight, area fight, and the like. The task time limit information may be information indicating a time limit of executing the subtask, that is, a time period used for executing the subtask, for example, may be 30 seconds, 1 minute, or the like.
The manner of setting the task attribute information of each subtask in the task sequence of the target combat task in response to the combat task setting operation triggered at the game interface can be various, for example, a timing combat task control can be included in the game interface, so that an combat task configuration panel can be displayed in response to the triggering operation of the timing combat task control in the game interface, the combat task configuration panel comprises a task sequence setting area of the target combat task, and the task sequence setting area comprises a plurality of subtask identifications; and determining a task sequence corresponding to the target combat task, and combat property and task time limit information corresponding to each subtask in the task sequence in response to the subtask setting event aiming at the subtask identification.
The timing combat task control can be a control used for configuring combat tasks in a game interface, a task sequence corresponding to the combat tasks and information such as task attribute information of subtasks in the task sequence can be configured, the triggering operation can comprise clicking, long-pressing, double-clicking, sliding and the like, the combat task configuration panel can be a panel used for configuring target combat tasks, the task sequence setting area can be an area used for setting task sequences of the target combat tasks, the task sequence setting area can comprise a plurality of subtask identifiers, each subtask identifier can correspond to a subtask, and the subtask setting event can be an event for setting the subtasks.
In an embodiment, please refer to fig. 3a, fig. 3a is an interface schematic diagram of a team fight method in a game provided in an embodiment of the present application, a timing fight task control may be displayed in a game interface, and a player may display a fight task configuration panel in the game interface by clicking the timing fight task control.
Alternatively, for efficient performance of the team fight process, temporary evacuation conditions of the target fight task may be set, so that when the temporary evacuation conditions are met during the team fight process, players participating in the target fight task may be prompted to evacuate, unnecessary loss of players is avoided, and efficiency of the team fight is further improved, for example, the fight task configuration panel may further include an emergency evacuation option field, which may include at least two candidate emergency evacuation conditions, so that the selected emergency evacuation conditions may be configured as target emergency evacuation conditions of the target fight task in response to a selection operation for the emergency evacuation conditions.
The emergency evacuation condition may be a condition that evacuation is required or the team fight is ended in the team fight process of the target fight task, because in the team fight process of the target fight task, when the casualties are more in the team fight process, or if the player in the team has important influence on the successful execution of the task is gust, or if the situation of enemies or obstacles with great threat exists in the game, the target fight task is continuously executed at this time and the probability of successful fight is smaller or the fight is not successful, so that the corresponding emergency evacuation condition may be set, when the emergency evacuation condition for canceling the target fight task is met in the team fight process, the target fight task may be canceled, and the players of the team are prompted to evacuate, so as to reduce unnecessary personnel loss. For example, the emergency evacuation conditions may include evacuation conditions such as a large group of player matrix deaths, a poison loop having been covered by a combat spot, an important group of player matrix deaths, etc. The selection operation may include clicking, long pressing, sliding, etc. The target emergency evacuation condition may be an emergency evacuation condition configured for a target combat mission.
Optionally, the combat task configuration panel further includes a combat location selection control, where the combat location selection control may configure a control in the target for the combat task for selecting a combat location of the target combat task, whereby the virtual scene map may be displayed in response to a triggering operation for the combat location selection control, and the selected combat location may be configured as a target combat location of the target combat task in response to the combat location selection operation in the virtual scene map.
Wherein, the virtual scene map can be a map describing the topography distribution situation in the game scene, and a plurality of place identifiers can be included in the virtual scene map, and each place identifier indicates one position in the game scene. The operation of selecting the battle site may be an operation of selecting a battle site of a target battle task in the virtual scene map, and the target battle site may be a battle site configured for a target battle area.
In an embodiment, at least two task sequences may be set for the target combat task, different combat targets or different combat strategies may be implemented by different task sequences, for example, combat targets with different difficulty levels corresponding to the target combat task may be implemented by different task sequences, so that when combat for a task sequence with a higher difficulty level fails, execution of another task sequence with a lower difficulty level may be performed, and different combat strategies for executing the target combat task may be implemented by different task sequences, for example, multiple task sequences may be configured for the target combat task, each task sequence may be configured with different paths, props, strategies, so that a player may select at least one task sequence to perform team combat of the target combat task. For example, assuming that the target combat task is configured with a first task sequence and a second task sequence, the first task sequence may be a task sequence with higher difficulty of achieving, for example, subtasks such as an attack on a room area, a preemption on drop, a tactical bridge blocking, an area fight out, and the like, and the second task sequence may be a task sequence with lower difficulty of achieving, for example, subtasks such as a field combat, a tactical ring, a latent combat, a material pick-up, and the like. Therefore, based on the arrangement of a plurality of task sequences, the team fight process can be orderly and efficiently propelled, and the team fight flow is optimized, so that the team fight efficiency is effectively improved.
Specifically, the task sequence setting area may include at least two task sequence selection controls and a subtask switching area, where the task sequence selection controls may be used to switch different task sequences, each task sequence selection control corresponds to a task sequence, a preset task skip relationship is configured between task sequences corresponding to the task sequence switching controls, so that when one task sequence selection control is selected, a subtask identifier of a task sequence corresponding to the task sequence selection control may be displayed in the subtask switching area to configure subtasks in the corresponding task sequence, and the subtask switching area may display an area of a subtask of the switched task sequence when the task sequence is switched, where the subtask switching area may include a plurality of subtask identifiers. In this way, the subtask identification of the selected target task sequence can be displayed in the subtask switching area in response to the selection operation of the task sequence selection control.
The target task sequence may be a selected task sequence in the task sequences, that is, a task sequence corresponding to the selected task sequence selection control.
The manner of displaying the combat task configuration panel in response to the triggering operation of the timing combat task control in the game interface may be various, for example, the first combat task configuration panel may be displayed in response to the triggering operation of the timing combat task control displayed in the game interface, the first combat task configuration panel includes a combat time setting control, at least one combat nature selection control, a sequence task setting control and a task publishing control, and the second combat task configuration panel is displayed in response to the triggering operation of the sequence task setting control, wherein the second combat task configuration panel includes a task sequence setting area.
The first combat task configuration panel may be a panel for configuring task attribute information of a target combat task, the combat time setting control may be a control for setting task time limit information of the target combat task, the combat property selection control may be a control for selecting combat properties of the target combat task, the sequence task setting control may be a control for setting a task sequence of the target combat task, the task publishing control may be a control for publishing configured subtasks in the task sequence, and the second combat task configuration panel may be a panel for configuring the task sequence.
For example, referring to fig. 3b, fig. 3b is a schematic view of a fight task configuration panel of a team fight method in a game provided in an embodiment of the present application, after clicking a timing fight task control displayed in a game interface, a first fight task configuration panel may be displayed in the game interface, and then, by clicking a sequence task setting control displayed in the first fight task configuration panel, a second fight task configuration panel may be displayed in the game interface. Specifically, please refer to fig. 3c, fig. 3c is a schematic diagram of another combat task configuration panel of a team combat method in a game provided in this embodiment, where the first combat task configuration panel includes a combat nature selection control, a combat time setting control, an emergency evacuation option field, a combat location selection control, a sequential task setting control and a task publishing control, where in fig. 3c, the combat nature selection control may include combat room, a preemptive air drop, a latent combat and an area combat corresponding combat nature selection control, and the emergency evacuation option field may include a teammate gust evacuation and a poison loop coverage evacuation corresponding emergency evacuation condition. The second combat task configuration panel may include a task sequence setting area, where the task sequence setting area includes at least two task sequence selection controls and a subtask switching area, for example, in fig. 3c, the task sequence selection controls may include a task sequence corresponding to a "first task sequence" and a task sequence corresponding to a "second task sequence", where the first task sequence may be a task sequence that is executed preferentially, and combat return obtained by executing the first task sequence is greater than return obtained by executing the second task sequence, and when the first task sequence cannot be achieved, the second task sequence may be executed. The subtask switching area may include a plurality of subtask identifiers, for example, in fig. 3c, the subtask switching area may include subtask identifiers corresponding to subtasks such as task 1, task 2, task 3, task 4, and the like.
Accordingly, there may be various manners of determining a task sequence corresponding to the target combat task in response to the subtask setting event for the subtask identification, and combat nature and task time limit information corresponding to each subtask in the task sequence, for example, the subtask currently configured in the task sequence may be determined in response to the selection event for the subtask identification in the task sequence setting area, the task time limit information of the subtask currently configured may be set in response to the combat time setting operation for the combat time setting control, the combat nature of the subtask currently configured may be set in response to the selection operation in the combat nature selection control, and the corresponding combat nature and task time limit information may be updated and displayed on the subtask identification in response to the trigger operation for the task release control.
The selection event may be an event of selecting a subtask identifier in the task sequence setting area, for example, an event triggered by clicking the subtask identifier in the task sequence setting area, so that a subtask corresponding to the subtask identifier selected by the selection event may be determined to be a currently configured subtask, the operation of setting the fight time may be an operation of setting task time limit information of the currently configured subtask, so that after configuring the currently configured subtask, a user may click a task release control in the first fight task configuration panel to release the configuration of the current subtask, and thus the corresponding fight property and task time limit information may be updated and displayed on the subtask identifier of the second fight task configuration panel.
For example, please refer to fig. 3d, fig. 3d is a task configuration diagram of a team fight method in a game provided by the embodiment of the present application, a player selects a task sequence selection control of "first task sequence" in a second fight task configuration panel, and selects a subtask identifier corresponding to "task 1" in a task sequence corresponding to the task sequence selection control, so that in response to a selection event for a subtask identifier in a task sequence setting area, it is determined that a subtask currently configured in the task sequence is task 1, the player can set task time limit information corresponding to the task 1 to be 1 minute and 30 seconds through a fight time setting control displayed in the first fight task configuration panel, so that in response to a fight time setting operation for the fight time setting control, set task time limit information of the subtask currently configured to be "1 minute and 30 seconds" in the second fight property selection control, in response to a selection operation in the fight property selection control, set subtask properties of the subtask currently configured to be "area fight" in the area fight property "can be set, after the player has configured task 1, the task time limit information can be issued in response to the first task configuration panel can be triggered, and the time limit information can be issued on the task configuration control.
Optionally, a condition for switching the subtasks in the task sequence may be set for each subtask, so that the circulation of the subtasks in the task sequence corresponding to the target combat task may be automatically controlled, and thus the target combat task may be successfully completed. Specifically, please continue to refer to fig. 3b and 3c, the combat task configuration panel further includes: the scoring grade setting control can be used for setting scoring grade conditions of the next subtask entering the same task sequence for the currently configured subtask in response to grade setting operation aiming at the scoring grade setting control after the subtask currently configured in the task sequence is determined.
The grading level setting control may be a control for setting grading level conditions of the currently configured subtasks, the grading level setting operation may be an operation for setting grading level conditions of the subtasks, the grading level conditions may be conditions for measuring whether the execution of the subtasks is successful, and when the grading level conditions are met in the execution process of the subtasks, the next subtask executed as the same task sequence may be entered to further achieve the target combat task. In a specific implementation, when the combat team executes the subtask of the target combat task, the combat process of the combat team executing the subtask can be scored and accumulated according to the combat property of the subtask currently executed, so that the scoring grade of the combat team in the task time limit corresponding to the subtask can be determined, and the task time limit is determined by the task time limit information. For example, for a subtask of a battle nature that is an area of a house to be taken up, a scoring grade condition of a corresponding degree may be determined according to a dangerous degree of an area of the house to be taken up, when the battle team performs the subtask, the battle team may be scored and accumulated according to a battle performance of the battle team, for example, when there is a member in the battle team that successfully enters the house and lasts for a certain period of time, the battle team may acquire a preset score, the battle team may be scored according to the number of remaining enemies in the house, the battle team may be scored when the members in different floors of the house are explored by the battle team, the battle team may be scored according to the number of surviving members in the battle team, the specific scoring item may be set according to an actual situation, so that the battle team may be accumulated within a time limit corresponding to the battle task, and the scoring grade may be achieved when the same task is currently performed.
The scoring level may be a star level number, and may be a scoring level of 5 stars, 4 stars, or a specific score, for example, 80 scores, 90 scores, or the like, which may be specifically set according to the actual situation, which is not limited herein. Accordingly, the scoring condition may be a condition that the scoring level accumulated by the combat team during the execution of a subtask is greater than a predetermined scoring level, for example, the predetermined scoring level may be 4-star, 5-star, or 80-score, 90-score, etc.
Optionally, subtasks in the task sequence may be added or deleted. For example, the task sequence setting area may further include a subtask newly-added control for adding a new subtask in the task sequence setting area, so that a new subtask identifier may be added in the task sequence setting area in response to a trigger operation for the subtask newly-added control.
Optionally, the task sequence setting area may further include a subtask deletion control corresponding to each subtask identifier, where the subtask deletion control is configured to delete a subtask configured in the task sequence, so that the configuration of a target subtask corresponding to the target subtask deletion control may be restored in response to a triggering operation for the target subtask deletion control in the subtask deletion control.
The target subtask deleting control may be a subtask deleting control selected from the subtask deleting controls, and the target subtask may be a subtask corresponding to the target subtask deleting control.
The method for restoring the configuration of the target subtask corresponding to the target subtask deletion control can be various, for example, the fight property and the task time limit information of the configuration of the target subtask can be cleared, and the subtask identifier corresponding to the target subtask can be updated based on the cleared fight property and the cleared task time limit information.
For example, please continue to refer to fig. 3d, it is assumed that, in the task sequence corresponding to the "first task sequence" in the task sequence setting area, the player performs a trigger operation such as clicking on a subtask deletion control corresponding to the "area kill" of task 1, so that the configuration of the "area kill" of task 1 may be restored, for example, the fight property "area kill" is restored to "task 1", and the duration bar graph in the subtask identifier corresponding to task 1 may be restored.
In step 102, at least one candidate object is displayed, and in response to a team operation for the candidate object, an intent team object selected to participate in the target combat task among the candidate objects is determined.
The candidate object may indicate a candidate object that may perform a team fight, for example, may be an identifier of a virtual object in a game, for indicating a corresponding virtual object, or may be an identifier of a player in the game, for indicating a corresponding game player, where the team operation may be an operation of organizing a fight team performing a target fight task, and the intention team object may be a candidate object selected by the team operation, that is, a candidate object selected by the current player to participate in a team fight of the target fight task.
The manner of determining the target team object selected to participate in the target combat task in the candidate object may be various in response to the team forming operation for the candidate object, for example, the combat task configuration panel may further include at least one object selection control, where each object selection control corresponds to a candidate object, so that the target object corresponding to the target object selection control may be determined in the candidate object in response to the selection operation for the target object selection control in the object selection control, and the target object may be determined to be the target team object selected to participate in the target combat task.
The target object selection control may be a selected object selection control in the object selection controls, and the target object may be a candidate object corresponding to the target object selection control.
For example, referring to fig. 3b, it is assumed that the first combat task configuration panel includes object selection controls corresponding to the candidate objects "1", the candidate object "2", the candidate object "3" and the candidate object "4", and when the player selects the candidate object "1", the candidate object "2" and the candidate object "4", in response to selection operations of the object selection controls corresponding to the candidate objects "1", the candidate object "2" and the candidate object "4", the target object is determined to be the candidate object "1", the candidate object "2" and the candidate object "4" in the candidate objects, and thus the candidate object "1", the candidate object "2" and the candidate object "4" can be determined to be the intention team object selected to participate in the target combat task.
In step 103, a combat team performing the target combat task is determined based on the intent-to-group object.
The combat team may be a team constituted by an intention team object for executing the target combat task.
The manner of determining the combat team performing the target combat task based on the intention grouping object may be various, for example, the intention grouping object may be sent with grouping invitation information for the target combat task, grouping confirmation information fed back by the intention grouping object for the grouping request message may be received, the target grouping object participating in the target combat task may be determined based on the grouping confirmation information, and when the target grouping object meets a preset grouping condition, the combat team corresponding to the target combat task may be formed based on the target grouping object.
The team invitation information may be information sent to the target team object to confirm whether to participate in the team, the team confirmation information may be information that the target team object feeds back based on the team invitation information whether to participate in the team, the target team object may be a target team object to confirm to participate in the team combat for the target combat task, the preset team condition may be a preset condition for judging whether to implement the team, for example, the preset team condition may be that the number of target team objects exceeds half of the number of target team objects, or may be that the target team object includes a specific target team object, and the target team object may be specifically set according to the actual situation.
In step 104, in response to the combat team starting the target combat task, team combat prompt information is displayed on the game interface based on task attribute information of the subtasks in the task sequence.
The team fight prompt information may be information indicating a team fight condition in a team fight process of the target fight task, and the team fight prompt information may include fight properties of a currently executed subtask, task time limit information, and the like. Alternatively, the task time limit information may be displayed in the form of a countdown. For example, referring to fig. 3e, fig. 3e is a schematic game interface diagram of a team fight method in a game according to an embodiment of the present application, where the team fight hint information may include a fight property "area kill" of a currently executed subtask and task time limit information "01:29".
Optionally, the team fight prompt information may further include information such as a distance and an azimuth between a fight location of the target fight task and a virtual object manipulated by the current player, so that the fight team can intuitively, quickly and efficiently acquire the position of the target fight location. Specifically, the target combat task can be started in response to the combat team, and the combat location identification can be further included in the team combat prompt information displayed on the game interface, where the combat location identification indicates the distance and the relative orientation between the target combat location and the virtual object currently operated. For example, referring still to FIG. 3e, a battle site identification may be displayed in the game scene indicating the location of the target battle site of the target battle task and indicating the distance "282m" of the virtual object currently being played by the player from the target battle site.
Optionally, corresponding to the scoring grade condition configured by each subtask, scoring grade information obtained by accumulating when the battle team executes each subtask can be displayed in the team battle process, and the scoring grade information can be scoring grade obtained by accumulating the current subtask executed by the battle team. Specifically, with continued reference to fig. 3e, in response to the combat team starting the target combat task, the team combat prompt information displayed on the game interface may further include accumulated scoring grade information obtained when the combat team performs the current subtask. The accumulated score level information may be information indicating a score level accumulated by the battle team to perform the current subtask.
In one embodiment, with continued reference to FIG. 3e, the team combat prompt may also include survival status information for members of the combat team. The survival status information may be information indicating the survival status of members of the combat team, and the survival status may include survival, apoptosis, and the like. For example, in fig. 3e, the survival states of the virtual object "1" and the virtual object "4" in the combat team are survival, and the survival state of the virtual object "2" is apoptosis.
Optionally, corresponding to the emergency evacuation condition set for each subtask, when the team player has more casualties in the team fight process or the poison circle covering fight point and the like accords with the condition of ending the target fight task, the evacuation prompt information can be displayed in response to the fact that the fight team accords with the target emergency evacuation condition when executing the target fight task, so as to prompt the fight team to evacuate.
The evacuation prompt information may be information for prompting an evacuation of a combat team who performs the target combat task, and the combat team may be a team composed of players who participate in the execution of the target combat task. For example, referring to fig. 3f, fig. 3f is another game interface schematic diagram of a team fight method in a game provided in the embodiment of the present application, when a fight team meets a target emergency evacuation condition when executing a target fight task, evacuation prompt information is displayed, for example, prompt information such as "fight cancel, please evacuate immediately" may be displayed.
Optionally, the task sequence set by the target combat task may include a first task sequence and a second task sequence, where a final task target of the first task sequence may be a first task target of the target combat task, the first task sequence is preferentially executed in the second task sequence, where the first task sequence has a priority greater than that of the second task sequence, for example, the first task sequence may be a task sequence with a relatively large execution difficulty and a relatively large combat return, and the second task sequence may be a task sequence with a relatively small execution difficulty and a relatively small combat return, for example, the first task sequence may include subtasks such as an attack room, a preemptive space, a tactical bridge plug, an area fight, and the second task sequence may include subtasks such as a field combat, a tactical approach, a latent combat, and a pickup combat, where the first task sequence may enter into the execution process of the second task sequence when the first task sequence cannot be successfully achieved.
The method for displaying the team fight prompt information on the game interface based on the task attribute information of the subtask in the task sequence may be various in response to the fight team starting the target fight task, for example, the first subtask in the first task sequence may be executed in response to the fight team starting the target fight task, and the team fight prompt information may be displayed on the game interface based on the task attribute information of the first subtask.
The first subtask may be a subtask in a first task sequence. Because the execution priority of the first task sequence is higher than that of the second task sequence, when the battle team starts to form a team to execute the target battle task, the subtasks in the first task sequence are executed first, so that corresponding team battle prompt information can be displayed on the game interface according to the task attribute information corresponding to the first subtask in the first task sequence.
Optionally, when executing the first subtask in the first task sequence, the next subtask to be executed may be determined according to the scoring grade condition corresponding to the subtask and the execution condition of the combat team. For example, the combat team may be switched to execute the second subtask in the second task sequence and the first task switch prompt may be displayed in response to the first subtask in the first task sequence failing to meet the first scoring grade condition corresponding to the first subtask within the first task time limit.
The first task time limit may be a time interval determined according to the task time limit information corresponding to the first subtask, for example, when the task time limit information corresponding to the first subtask may be 1 minute 30 seconds, the first task time limit is 1 minute 30 seconds. The first grading condition may be a grading condition corresponding to a first subtask, the second subtask may be a subtask in a second task sequence, and the first task switching prompt information may be information for prompting a fight team to execute the subtask to switch to a second subtask in the second task sequence. For example, referring to fig. 3g, fig. 3g is a task switching interface schematic diagram of a team fight method in a game provided in the embodiment of the present application, and it is assumed that a first subtask "region fight" in a first task sequence is executed by a fight team, and a first grading condition corresponding to the first subtask is a grading grade greater than 5 star, so that when the grading grade obtained by the first subtask within the first task time limit is not greater than 5 star, it indicates that the currently executed first subtask fight fails, at this time, a subtask in a second task sequence needs to be executed, and a first task switching prompt message "fight failure" is displayed in the game interface, and execution of the second task sequence "is started.
Optionally, if the first subtask in the first task sequence meets the first grading condition corresponding to the first subtask within the first task time limit, which indicates that the fight against the first subtask is successful, the fight team may be switched to execute the next subtask of the first subtask currently executed in the first task sequence, and display the second task switching prompt information.
The second task switching prompt information may be used to prompt the combat team to switch the subtask to the next subtask in the first task sequence. For example, referring to fig. 3h, fig. 3h is a schematic diagram of another task switching interface of a team fight method in a game provided in the embodiment of the present application, when a score level obtained by a fight team executing a current first subtask meets a first score level condition, the fight team may be switched to execute a next subtask of the current first subtask in the first task sequence, and a second task switching prompt message "fight succeeds, start executing the next first subtask" is displayed.
Optionally, if the combat team achieves the second subtask within the second task time limit corresponding to the second subtask currently executed, the next second subtask of the second subtask currently executed in the second task sequence may be entered, and if the combat team does not achieve the second subtask within the second task time limit corresponding to the second subtask currently executed, the target combat task may be ended.
The second task time limit may be a time interval determined according to the task time limit information corresponding to the second subtask, for example, when the task time limit information corresponding to the second subtask may be 1 minute 30 seconds, the second task time limit is 1 minute 30 seconds.
For example, referring to fig. 4, fig. 4 is a task flow diagram of a team fight method in a game provided in the embodiment of the present application, and it is assumed that a first task sequence includes a first subtask 1, a first subtask 2, a first subtask 3, and a first subtask 4, and a second task sequence includes a second subtask 1, a second subtask 2, a second subtask 3, and a second subtask 4. Thus, when the first subtask 1 in the first task sequence is executed, if the first subtask 1 is executed successfully, the next subtask in the first task sequence, namely, the first subtask 2, if any subtask in the first task sequence is not executed successfully, the execution flow of the second subtask 1 in the second task sequence can be entered, when the second subtask 1 is executed successfully, the next subtask, namely, the second subtask 2, can be entered based on the second task sequence, and when the fight of any subtask in the second task sequence is failed, the target fight task is ended. Therefore, the first task sequence and the second task sequence are set for the target fight task, and a main line and a branch line task flow are provided for the fight team in the fight formation process, so that a proper task sequence for realizing the target fight task can be determined according to the fight condition in the actual fight formation process, the fight formation of the target fight task can be more matched and efficiently carried out, and the fight formation efficiency is effectively improved.
In the existing multiplayer online game, players often need to perform team formation to execute specific tasks, for example, bridge blocking or enemies who attack an area before a poison circle is brushed, and the team players often need to execute task actions within a certain time, if time-out occurs, survival and victory or defeat of a subsequent game are affected. In the existing team fight method, a team action channel capable of carrying out self-defined fight time limit is often lacking, actions are carried out only by marking a certain fight area, no measurable time and prompt information of fight such as the task execution condition and result standard are available, so that a player often does not have a strong time concept in the course of the team fight action, high-efficiency team fight is not facilitated for the player, in addition, the player often needs to carry out the team fight through frequent voice communication, and when the fight task is executed to an incandescent stage, the player mostly ignores action time and chooses to continue the fight, other players do not actively communicate to terminate the team fight task at the moment, a large amount of communication cost is consumed in the whole team fight process, and no objective time basis is provided for the player to perceive the team fight execution and collocation action, so that the team fight execution and collocation of the team fight are influenced. In order to solve the problem that the player lacks visual time and action property basis in the process of team fight, the corresponding task sequence and the corresponding fight property and task time limit information of the subtask in the task sequence are set for the target fight task, so that the player can have visual target basis and time basis in the team action of the target fight task, meanwhile, the player can set corresponding scoring grade conditions for each subtask, and display scoring grade information of the current subtask in a game interface, so that the player can clearly judge whether the fight performance and the team fight of the current subtask are successful or not based on the displayed scoring grade information, thereby improving the fight engagement degree between the fight teams, improving the acquisition and interaction efficiency of the fight information, and aiming at the problems that the player needs to consume a large amount of manpower cost to communicate action time and end nodes when performing the team fight, and the like, the player can perform self-defining task setting, and can perform the corresponding fight performance and the team fight information in the process of the team fight time, the team fight information is not required to be rapidly carried out in the process of the team fight, the team fight performance is improved, and the team fight efficiency is improved, and the team fight performance is more time is improved, and the team fight performance is more time required to be carried out, and the team fight performance is more time-down, and the team fight performance is more time required to be more time, and the fight is more time required to be more than the fight is more than the fight time to the team fight is required to the team, and the fight is time to the fight and the fight to the fight and the fight. And further effectively improves the efficiency of team fight.
As can be seen from the above, in the embodiment of the present application, task attribute information of each subtask in a task sequence of a target combat task is set by responding to a combat task setting operation triggered at a game interface, where the task attribute information includes combat properties and task time limit information of the subtask; displaying at least one candidate object, and determining an intention team object selected to participate in a target combat task in the candidate object in response to the team forming operation for the candidate object; determining a combat team performing the target combat task based on the intent team object; in response to a target combat task being initiated by an combat team, team combat prompt information is displayed on a game interface based on task attribute information of the subtask in the task sequence, the team combat prompt information including combat properties and task time limit information of the currently executed subtask. Therefore, by setting the task sequence of the target combat task to be carried out by the team and task attribute information such as combat nature and task time limit of each subtask in the task sequence, the combat formation prompting information comprising combat nature and task time limit information of the subtask currently carried out can be displayed in the game interface when the team of the target combat task is started, so that players can intuitively and efficiently acquire the combat formation related information of the subtask currently carried out in the task sequence based on the combat formation prompting information displayed in the game interface, and the combat task of the team formation can be carried out rapidly and efficiently in the combat process of the team with changeable conditions and time emergency, thereby effectively improving the combat efficiency of the team.
In order to better implement the above method, the embodiment of the invention also provides a team fight device in the game, which can be integrated in a computer device, and the computer device can be a terminal.
For example, as shown in fig. 5, a schematic structural diagram of a team fighter device in a game provided in an embodiment of the present application may include a setting unit 201, a team forming unit 202, a determining unit 203, and a display unit 204, as follows:
a setting unit 201, configured to set task attribute information of each subtask in a task sequence of a target combat task in response to a combat task setting operation triggered at a game interface, where the task attribute information includes combat nature and task time limit information of the subtask;
a team forming unit 202 for displaying at least one candidate object, and determining an intention team forming object selected to participate in the target combat task among the candidate objects in response to a team forming operation for the candidate object;
a determining unit 203 for determining a battle team performing a target battle task based on the intention team object;
and a display unit 204, configured to display, on the game interface, team fight prompt information based on task attribute information of the subtask in the task sequence, the team fight prompt information including fight properties and task time limit information of the currently executed subtask, in response to the target fight task being started by the fight team.
In some embodiments, the setting unit 201 includes:
the combat task configuration panel display subunit is used for responding to the triggering operation of the time combat task control in the game interface, displaying the combat task configuration panel, wherein the combat task configuration panel comprises a task sequence setting area of a target combat task, and the task sequence setting area comprises a plurality of subtask identifications;
the task determining subunit is used for determining a task sequence corresponding to the target combat task, and combat property and task time limit information corresponding to each subtask in the task sequence in response to the subtask setting event aiming at the subtask identification.
In some embodiments, the combat task configuration panel further includes at least one object selection control, each object selection control corresponding to a candidate object, a team unit 202 for:
and in response to the selection operation of the target object selection control in the object selection controls, determining a target object corresponding to the target object selection control in the candidate objects, and determining the target object as the intention team object selected to participate in the target combat task.
In some embodiments, the combat task configuration panel further comprises: an emergency evacuation option bar comprising at least two candidate emergency evacuation conditions; the team fight device in the game further comprises:
An evacuation condition configuration unit configured to configure the selected emergency evacuation condition as a target emergency evacuation condition of a target combat task in response to a selection operation for the emergency evacuation condition;
the team fight device in the game further comprises:
and the evacuation prompt unit is used for displaying evacuation prompt information to prompt the combat team to evacuate in response to the fact that the combat team meets the target emergency evacuation condition when executing the target combat mission.
In some embodiments, the combat mission configuration panel further includes a combat location selection control; the team fight device in the game further comprises:
a map display unit for displaying a virtual scene map in response to a trigger operation for a battle place selection control;
a battle place selecting unit configured to configure a selected battle place as a target battle place of a target battle task in response to a battle place selecting operation in the virtual scene map;
the team fight device in the game further comprises:
and the battle place identification display unit is used for responding to the start of a target battle task by a battle team, and the battle place identification is also included in the team battle prompt information displayed by the game interface and indicates the distance and the relative direction between the target battle place and the currently controlled virtual object.
In some embodiments, the task sequence setting area includes at least two task sequence selection controls, and a subtask switching area including a plurality of subtask identifications;
the team fight device in the game further comprises:
and the task sequence switching unit is used for responding to the selection operation of the task sequence selection control and displaying the subtask identification of the selected target task sequence in the subtask switching area.
In some embodiments, the combat mission configuration panel display subunit includes:
the first combat task configuration panel display module is used for responding to the triggering operation of the timing combat task control displayed in the game interface and displaying a first combat task configuration panel, wherein the first combat task configuration panel comprises a combat time setting control, at least one combat property selection control, a sequence task setting control and a task release control;
the second combat task configuration panel display module is used for responding to the triggering operation of the sequence task setting control and displaying a second combat task configuration panel, and the second combat task configuration panel comprises a task sequence setting area;
a task determination subunit comprising:
The subtask determining module is used for determining a currently configured subtask in the task sequence in response to a selection event of a subtask identifier in a task sequence setting area;
the time limit setting module is used for responding to the fight time setting operation of the fight time setting control and setting the task time limit information of the currently configured subtasks;
a property setting module for setting the operational property of the currently configured subtask in response to a selection operation in the operational property selection control;
and the identifier updating module is used for responding to the triggering operation of the task release control and updating and displaying the corresponding combat property and task time limit information on the subtask identifier.
In some embodiments, the combat mission configuration panel further includes a scoring level setting control, the team combat device in the game further comprising:
the grading grade condition setting unit is used for setting grading grade conditions of the next subtask entering the same task sequence for the currently configured subtask in response to grade setting operation of the grading grade setting control;
the team fight device in the game further comprises:
the scoring grade information display unit is used for responding to the target combat task of the combat team, and the team combat prompt information displayed on the game interface also comprises accumulated scoring grade information acquired when the combat team executes the current subtask.
In some embodiments, the task sequence setting area further includes a subtask newly added control, and the team fighter device in the game further includes:
and the subtask adding unit is used for responding to the triggering operation of the subtask newly-added control and adding a new subtask identifier in the task sequence setting area.
In some embodiments, the task sequence setting area further includes a subtask deletion control corresponding to each subtask identifier, and the team fighter device in the game further includes:
the subtask deleting unit is used for responding to the triggering operation of the target subtask deleting control in the subtask deleting control and restoring the configuration of the target subtask corresponding to the target subtask deleting control.
In some embodiments, the subtask deletion unit is configured to:
and clearing the combat nature and the task time limit information of the target subtask configuration, and updating the subtask identification corresponding to the target subtask based on the cleared combat nature and the cleared task time limit information.
In some embodiments, the task sequence of the target combat task setting includes a first task sequence and a second task sequence, a final task target of the first task sequence being a first task target of the target combat task; a display unit 204 for:
Responding to a target combat task started by combat teams, executing a first subtask in a first task sequence, and displaying team combat prompt information on a game interface based on task attribute information of the first subtask;
the team fight device in the game further comprises:
the first task switching unit is used for switching the fight team to execute the second subtask in the second task sequence and displaying first task switching prompt information which prompts the fight team to execute the subtask to switch to the second subtask in the second task sequence in response to the fact that the first subtask in the first task sequence does not meet the first grading grade condition corresponding to the first subtask within the first task time limit.
In some embodiments, the team fighting device in the game further comprises:
the second task switching unit is used for entering a next second subtask of the second subtask currently executed in the second task sequence if the combat team achieves the second subtask within a second task time limit corresponding to the second subtask currently executed;
and the task ending unit is used for ending the target combat task if the combat team does not achieve the second subtask within the second task time limit corresponding to the second subtask which is currently executed.
In some embodiments, the team combat prompt further includes survival status information for members of the combat team.
In some embodiments, the determining unit 203 is configured to:
transmitting team invitation information aiming at a target combat task to an intention team object;
receiving team confirmation information fed back by the intention team forming object aiming at the team forming request message;
determining a target team object participating in a target combat task based on the team confirmation information;
when the target team forming object meets the preset team forming condition, forming a combat team corresponding to the target combat task based on the target team forming object.
In the implementation, each unit may be implemented as an independent entity, or may be implemented as the same entity or several entities in any combination, and the implementation of each unit may be referred to the foregoing method embodiment, which is not described herein again.
As can be seen from the above, in the embodiment of the present application, the setting unit 201 sets task attribute information of each subtask in the task sequence of the target combat task in response to the combat task setting operation triggered at the game interface, where the task attribute information includes combat nature and task time limit information of the subtask; the team forming unit 202 displays at least one candidate object, and determines an intention team forming object selected to participate in a target combat task in the candidate object in response to a team forming operation for the candidate object; the determination unit 203 determines a battle team performing a target battle task based on the intention team object; the display unit 204 displays, on the game interface, team fight prompt information including fight properties of the subtasks currently being executed and task time limit information based on task attribute information of the subtasks in the task sequence in response to the fight team starting the target fight task. Therefore, by setting the task sequence of the target combat task to be carried out by the team and task attribute information such as combat nature and task time limit of each subtask in the task sequence, the combat formation prompting information comprising combat nature and task time limit information of the subtask currently carried out can be displayed in the game interface when the team of the target combat task is started, so that players can intuitively and efficiently acquire the combat formation related information of the subtask currently carried out in the task sequence based on the combat formation prompting information displayed in the game interface, and the combat task of the team formation can be carried out rapidly and efficiently in the combat process of the team with changeable conditions and time emergency, thereby effectively improving the combat efficiency of the team.
The embodiment of the application further provides a computer device, as shown in fig. 6, which shows a schematic structural diagram of the computer device according to the embodiment of the application, where the computer device may be a terminal, specifically:
the computer device 300 includes a processor 301 having one or more processing cores, a memory 302 having one or more computer readable storage media, and a computer program stored on the memory 302 and executable on the processor. The processor 301 is electrically connected to the memory 302. It will be appreciated by those skilled in the art that the computer device structure shown in the figures is not limiting of the computer device and may include more or fewer components than shown, or may combine certain components, or a different arrangement of components.
Processor 301 is a control center of computer device 300 and utilizes various interfaces and lines to connect various portions of the overall computer device 300, and to perform various functions of computer device 300 and process data by running or loading software programs and/or modules stored in memory 302 and invoking data stored in memory 302, thereby performing overall monitoring of computer device 300.
In the embodiment of the present application, the processor 301 in the computer device 300 loads the instructions corresponding to the processes of one or more application programs into the memory 302 according to the following steps, and the processor 301 executes the application programs stored in the memory 302, so as to implement various functions:
setting task attribute information of each subtask in a task sequence of a target combat task in response to combat task setting operation triggered at a game interface, wherein the task attribute information comprises combat nature and task time limit information of the subtask;
displaying at least one candidate object, and determining an intention team object selected to participate in a target combat task in the candidate object in response to the team forming operation for the candidate object;
determining a combat team performing the target combat task based on the intent team object;
in response to a target combat task being initiated by an combat team, team combat prompt information is displayed on a game interface based on task attribute information of the subtask in the task sequence, the team combat prompt information including combat properties and task time limit information of the currently executed subtask.
In some embodiments, the game interface includes a timed combat task control, responsive to combat task setting operations triggered at the game interface, setting task attribute information for each subtask in a task sequence of a target combat task, including:
Responding to the triggering operation of the time combat task control in the game interface, displaying an combat task configuration panel, wherein the combat task configuration panel comprises a task sequence setting area of a target combat task, and the task sequence setting area comprises a plurality of subtask identifiers;
and determining a task sequence corresponding to the target combat task, and combat property and task time limit information corresponding to each subtask in the task sequence in response to the subtask setting event aiming at the subtask identification.
In some embodiments, the combat task configuration panel further includes at least one object selection control, each object selection control corresponding to a candidate object, the determining, in response to a team operation for the candidate object, an intended team object of the candidate object selected to participate in the target combat task, comprising:
and in response to the selection operation of the target object selection control in the object selection controls, determining a target object corresponding to the target object selection control in the candidate objects, and determining the target object as the intention team object selected to participate in the target combat task.
In some embodiments, the combat task configuration panel further comprises: an emergency evacuation option bar comprising at least two candidate emergency evacuation conditions; the team fighting method in the game provided by the embodiment of the application further comprises the following steps:
In response to a selection operation for the emergency evacuation conditions, configuring the selected emergency evacuation conditions as target emergency evacuation conditions for the target combat mission;
the team fighting method in the game provided by the embodiment of the application further comprises the following steps:
and in response to the target emergency evacuation condition being met by the combat team when the target combat mission is executed, displaying evacuation prompt information to prompt the combat team to evacuate.
In some embodiments, the combat mission configuration panel further includes a combat location selection control; the team fighting method in the game provided by the embodiment of the application further comprises the following steps:
responding to the triggering operation of the selection control for the battle place, and displaying a virtual scene map;
in response to a combat location selection operation in the virtual scene map, configuring the selected combat location as a target combat location of a target combat task;
the team fighting method in the game provided by the embodiment of the application further comprises the following steps:
and responding to the target combat task of the combat team, wherein the combat prompt information of the team displayed on the game interface also comprises combat place identifiers, and the combat place identifiers indicate the distance and the relative direction between the target combat place and the currently operated virtual object.
In some embodiments, the task sequence setting area includes at least two task sequence selection controls, and a subtask switching area including a plurality of subtask identifications;
before determining a task sequence corresponding to the target combat task, and combat property and task time limit information corresponding to each subtask in the task sequence, responding to a subtask setting event aiming at the subtask identification, the method further comprises the following steps:
and responding to the selection operation of the task sequence selection control, and displaying the subtask identification of the selected target task sequence in the subtask switching area.
In some embodiments, displaying a combat task configuration panel in response to a trigger operation for a time-to-combat task control in a game interface, includes:
responding to the triggering operation of the timing combat task control displayed in the game interface, and displaying a first combat task configuration panel, wherein the first combat task configuration panel comprises a combat time setting control, at least one combat property selection control, a sequence task setting control and a task release control;
responding to the triggering operation of the sequence task setting control, and displaying a second combat task configuration panel, wherein the second combat task configuration panel comprises a task sequence setting area;
Responding to a subtask setting event aiming at a subtask identification, determining a task sequence corresponding to a target combat task, and combat property and task time limit information corresponding to each subtask in the task sequence, wherein the method comprises the following steps:
determining a currently configured subtask in the task sequence in response to a selection event of a subtask identifier in a setting area for the task sequence;
setting task time limit information of a currently configured subtask in response to a fight time setting operation for a fight time setting control;
setting the operational properties of the currently configured subtasks in response to a selection operation in the operational properties selection control;
and responding to the triggering operation of the task release control, and updating and displaying corresponding combat property and task time limit information on the subtask identification.
In some embodiments, the combat task configuration panel further includes a scoring level setting control, after determining a currently configured subtask in the task sequence in response to a selection event for a subtask identification in the task sequence setting area, further comprising:
setting a grading grade condition of a next subtask entering the same task sequence for the currently configured subtask in response to a grade setting operation aiming at the grading grade setting control;
The team fighting method in the game provided by the embodiment of the application further comprises the following steps:
in response to the target combat task being started by the combat team, the team combat prompt information displayed on the game interface further comprises accumulated scoring grade information acquired by the combat team when the combat team executes the current subtask.
In some embodiments, the task sequence setting area further includes a subtask newly added control, and the team fight method in the game provided in the embodiments of the present application further includes:
and responding to the trigger operation of the newly added control for the subtask, and adding a new subtask identifier in the task sequence setting area.
In some embodiments, the task sequence setting area further includes a subtask deletion control corresponding to each subtask identifier, and the team fight method in the game provided in the embodiments of the present application further includes:
and responding to the triggering operation of the target subtask deleting control in the subtask deleting control, and restoring the configuration of the target subtask corresponding to the target subtask deleting control.
In some embodiments, restoring the configuration of the target subtask corresponding to the target subtask deletion control includes:
and clearing the combat nature and the task time limit information of the target subtask configuration, and updating the subtask identification corresponding to the target subtask based on the cleared combat nature and the cleared task time limit information.
In some embodiments, the task sequence of the target combat task setting includes a first task sequence and a second task sequence, a final task target of the first task sequence being a first task target of the target combat task;
in response to a target combat task being initiated by an combat team, displaying team combat prompt information on a game interface based on task attribute information of the subtask in a task sequence, comprising:
responding to a target combat task started by combat teams, executing a first subtask in a first task sequence, and displaying team combat prompt information on a game interface based on task attribute information of the first subtask;
the team fighting method in the game provided by the embodiment of the application further comprises the following steps:
and switching the fight team to execute the second subtask in the second task sequence in response to the fact that the first subtask in the first task sequence does not meet the first grading condition corresponding to the first subtask within the first task time limit, and displaying first task switching prompt information, wherein the first task switching prompt information prompts the fight team to execute the subtask to be switched to the second subtask in the second task sequence.
In some embodiments, in response to the first subtask in the first task sequence failing to meet the first grading condition corresponding to the first subtask within the first task time limit, the switching operation team executes the second subtask in the second task sequence, and after displaying the first task switching prompt information, the method further includes:
If the combat team achieves the second subtask within the second task time limit corresponding to the second subtask which is currently executed, entering a next second subtask of the second subtask which is currently executed in the second task sequence;
and if the combat team does not achieve the second subtask within the second task time limit corresponding to the second subtask which is currently executed, ending the target combat task.
In some embodiments, the team combat prompt further includes survival status information for members of the combat team.
In some embodiments, determining a combat team to perform a target combat task based on the intent-to-group object includes:
transmitting team invitation information aiming at a target combat task to an intention team object;
receiving team confirmation information fed back by the intention team forming object aiming at the team forming request message;
determining a target team object participating in a target combat task based on the team confirmation information;
when the target team forming object meets the preset team forming condition, forming a combat team corresponding to the target combat task based on the target team forming object.
According to the scheme, task attribute information of each subtask in a task sequence of a target combat task can be set by responding to combat task setting operation triggered on a game interface, wherein the task attribute information comprises combat properties and task time limit information of the subtasks; displaying at least one candidate object, and determining an intention team object selected to participate in a target combat task in the candidate object in response to the team forming operation for the candidate object; determining a combat team performing the target combat task based on the intent team object; in response to a target combat task being initiated by an combat team, team combat prompt information is displayed on a game interface based on task attribute information of the subtask in the task sequence, the team combat prompt information including combat properties and task time limit information of the currently executed subtask. Therefore, by setting the task sequence of the target combat task to be carried out by the team and task attribute information such as combat nature and task time limit of each subtask in the task sequence, the combat formation prompting information comprising combat nature and task time limit information of the subtask currently carried out can be displayed in the game interface when the team of the target combat task is started, so that players can intuitively and efficiently acquire the combat formation related information of the subtask currently carried out in the task sequence based on the combat formation prompting information displayed in the game interface, and the combat task of the team formation can be carried out rapidly and efficiently in the combat process of the team with changeable conditions and time emergency, thereby effectively improving the combat efficiency of the team.
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
Optionally, as shown in fig. 6, the computer device 300 further includes: a touch display 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. The processor 301 is electrically connected to the touch display 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307, respectively. Those skilled in the art will appreciate that the computer device structure shown in FIG. 6 is not limiting of the computer device and may include more or fewer components than shown, or may be combined with certain components, or a different arrangement of components.
The touch display 303 may be used to display a graphical user interface and receive operation instructions generated by a user acting on the graphical user interface. The touch display 303 may include a display panel and a touch panel. Wherein the display panel may be used to display information entered by a user or provided to a user as well as various graphical user interfaces of a computer device, which may be composed of graphics, text, icons, video, and any combination thereof. Alternatively, the display panel may be configured in the form of a liquid crystal display (LCD, liquid Crystal Display), an Organic Light-Emitting Diode (OLED), or the like. The touch panel may be used to collect touch operations on or near the user (such as operations on or near the touch panel by the user using any suitable object or accessory such as a finger, stylus, etc.), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Alternatively, the touch panel may include two parts, a touch detection device and a touch controller. The touch detection device detects the touch azimuth of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends the touch point coordinates to the processor 301, and can receive and execute commands sent from the processor 301. The touch panel may overlay the display panel, and upon detection of a touch operation thereon or thereabout, the touch panel is passed to the processor 301 to determine the type of touch event, and the processor 301 then provides a corresponding visual output on the display panel in accordance with the type of touch event. In the embodiment of the present application, the touch panel and the display panel may be integrated into the touch display screen 303 to implement the input and output functions. In some embodiments, however, the touch panel and the touch panel may be implemented as two separate components to perform the input and output functions. I.e. the touch-sensitive display 303 may also implement an input function as part of the input unit 306.
The radio frequency circuitry 304 may be used to transceive radio frequency signals to establish wireless communications with a network device or other computer device via wireless communications.
The audio circuit 305 may be used to provide an audio interface between a user and a computer device through a speaker, microphone. The audio circuit 305 may transmit the received electrical signal after audio data conversion to a speaker, and convert the electrical signal into a sound signal for output by the speaker; on the other hand, the microphone converts the collected sound signals into electrical signals, which are received by the audio circuit 305 and converted into audio data, which are processed by the audio data output processor 301 for transmission to, for example, another computer device via the radio frequency circuit 304, or which are output to the memory 302 for further processing. The audio circuit 305 may also include an ear bud jack to provide communication of the peripheral ear bud with the computer device.
The input unit 306 may be used to receive input numbers, character information, or user characteristic information (e.g., fingerprint, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
The power supply 307 is used to power the various components of the computer device 300. Alternatively, the power supply 307 may be logically connected to the processor 301 through a power management system, so as to perform functions of managing charging, discharging, and power consumption management through the power management system. The power supply 307 may also include one or more of any components, such as a direct current or alternating current power supply, a recharging system, a power failure detection circuit, a power converter or inverter, a power status indicator, and the like.
Although not shown in fig. 6, the computer device 300 may further include a camera, a sensor, a wireless fidelity module, a bluetooth module, etc., which will not be described herein.
In the foregoing embodiments, the descriptions of the embodiments are emphasized, and for parts of one embodiment that are not described in detail, reference may be made to related descriptions of other embodiments. It should be noted that, the computer device provided in the embodiment of the present application and the team fighting method applicable to the game in the above embodiment belong to the same concept, and the specific implementation process is detailed in the above method embodiment, which is not repeated here.
As can be seen from the above, the computer device provided in the embodiments of the present application may set task attribute information of each subtask in a task sequence of a target combat task by responding to a combat task setting operation triggered at a game interface, where the task attribute information includes combat nature and task time limit information of the subtask; displaying at least one candidate object, and determining an intention team object selected to participate in a target combat task in the candidate object in response to the team forming operation for the candidate object; determining a combat team performing the target combat task based on the intent team object; in response to a target combat task being initiated by an combat team, team combat prompt information is displayed on a game interface based on task attribute information of the subtask in the task sequence, the team combat prompt information including combat properties and task time limit information of the currently executed subtask. Therefore, by setting the task sequence of the target combat task to be carried out by the team and task attribute information such as combat nature and task time limit of each subtask in the task sequence, the combat formation prompting information comprising combat nature and task time limit information of the subtask currently carried out can be displayed in the game interface when the team of the target combat task is started, so that players can intuitively and efficiently acquire the combat formation related information of the subtask currently carried out in the task sequence based on the combat formation prompting information displayed in the game interface, and the combat task of the team formation can be carried out rapidly and efficiently in the combat process of the team with changeable conditions and time emergency, thereby effectively improving the combat efficiency of the team.
Those of ordinary skill in the art will appreciate that all or a portion of the steps of the various methods of the above embodiments may be performed by instructions, or by instructions controlling associated hardware, which may be stored in a computer-readable storage medium and loaded and executed by a processor.
To this end, embodiments of the present application provide a computer readable storage medium having stored therein a plurality of instructions capable of being loaded by a processor to perform steps in a team fight method in any of the games provided by embodiments of the present application. For example, the instructions may perform the steps of:
setting task attribute information of each subtask in a task sequence of a target combat task in response to combat task setting operation triggered at a game interface, wherein the task attribute information comprises combat nature and task time limit information of the subtask;
displaying at least one candidate object, and determining an intention team object selected to participate in a target combat task in the candidate object in response to the team forming operation for the candidate object;
determining a combat team performing the target combat task based on the intent team object;
in response to a target combat task being initiated by an combat team, team combat prompt information is displayed on a game interface based on task attribute information of the subtask in the task sequence, the team combat prompt information including combat properties and task time limit information of the currently executed subtask.
In some embodiments, the game interface includes a timed combat task control, responsive to combat task setting operations triggered at the game interface, setting task attribute information for each subtask in a task sequence of a target combat task, including:
responding to the triggering operation of the time combat task control in the game interface, displaying an combat task configuration panel, wherein the combat task configuration panel comprises a task sequence setting area of a target combat task, and the task sequence setting area comprises a plurality of subtask identifiers;
and determining a task sequence corresponding to the target combat task, and combat property and task time limit information corresponding to each subtask in the task sequence in response to the subtask setting event aiming at the subtask identification.
In some embodiments, the combat task configuration panel further includes at least one object selection control, each object selection control corresponding to a candidate object, the determining, in response to a team operation for the candidate object, an intended team object of the candidate object selected to participate in the target combat task, comprising:
and in response to the selection operation of the target object selection control in the object selection controls, determining a target object corresponding to the target object selection control in the candidate objects, and determining the target object as the intention team object selected to participate in the target combat task.
In some embodiments, the combat task configuration panel further comprises: an emergency evacuation option bar comprising at least two candidate emergency evacuation conditions; the team fighting method in the game provided by the embodiment of the application further comprises the following steps:
in response to a selection operation for the emergency evacuation conditions, configuring the selected emergency evacuation conditions as target emergency evacuation conditions for the target combat mission;
the team fighting method in the game provided by the embodiment of the application further comprises the following steps:
and in response to the target emergency evacuation condition being met by the combat team when the target combat mission is executed, displaying evacuation prompt information to prompt the combat team to evacuate.
In some embodiments, the combat mission configuration panel further includes a combat location selection control; the team fighting method in the game provided by the embodiment of the application further comprises the following steps:
responding to the triggering operation of the selection control for the battle place, and displaying a virtual scene map;
in response to a combat location selection operation in the virtual scene map, configuring the selected combat location as a target combat location of a target combat task;
the team fighting method in the game provided by the embodiment of the application further comprises the following steps:
And responding to the target combat task of the combat team, wherein the combat prompt information of the team displayed on the game interface also comprises combat place identifiers, and the combat place identifiers indicate the distance and the relative direction between the target combat place and the currently operated virtual object.
In some embodiments, the task sequence setting area includes at least two task sequence selection controls, and a subtask switching area including a plurality of subtask identifications;
before determining a task sequence corresponding to the target combat task, and combat property and task time limit information corresponding to each subtask in the task sequence, responding to a subtask setting event aiming at the subtask identification, the method further comprises the following steps:
and responding to the selection operation of the task sequence selection control, and displaying the subtask identification of the selected target task sequence in the subtask switching area.
In some embodiments, displaying a combat task configuration panel in response to a trigger operation for a time-to-combat task control in a game interface, includes:
responding to the triggering operation of the timing combat task control displayed in the game interface, and displaying a first combat task configuration panel, wherein the first combat task configuration panel comprises a combat time setting control, at least one combat property selection control, a sequence task setting control and a task release control;
Responding to the triggering operation of the sequence task setting control, and displaying a second combat task configuration panel, wherein the second combat task configuration panel comprises a task sequence setting area;
responding to a subtask setting event aiming at a subtask identification, determining a task sequence corresponding to a target combat task, and combat property and task time limit information corresponding to each subtask in the task sequence, wherein the method comprises the following steps:
determining a currently configured subtask in the task sequence in response to a selection event of a subtask identifier in a setting area for the task sequence;
setting task time limit information of a currently configured subtask in response to a fight time setting operation for a fight time setting control;
setting the operational properties of the currently configured subtasks in response to a selection operation in the operational properties selection control;
and responding to the triggering operation of the task release control, and updating and displaying corresponding combat property and task time limit information on the subtask identification.
In some embodiments, the combat task configuration panel further includes a scoring level setting control, after determining a currently configured subtask in the task sequence in response to a selection event for a subtask identification in the task sequence setting area, further comprising:
Setting a grading grade condition of a next subtask entering the same task sequence for the currently configured subtask in response to a grade setting operation aiming at the grading grade setting control;
the team fighting method in the game provided by the embodiment of the application further comprises the following steps:
in response to the target combat task being started by the combat team, the team combat prompt information displayed on the game interface further comprises accumulated scoring grade information acquired by the combat team when the combat team executes the current subtask.
In some embodiments, the task sequence setting area further includes a subtask newly added control, and the team fight method in the game provided in the embodiments of the present application further includes:
and responding to the trigger operation of the newly added control for the subtask, and adding a new subtask identifier in the task sequence setting area.
In some embodiments, the task sequence setting area further includes a subtask deletion control corresponding to each subtask identifier, and the team fight method in the game provided in the embodiments of the present application further includes:
and responding to the triggering operation of the target subtask deleting control in the subtask deleting control, and restoring the configuration of the target subtask corresponding to the target subtask deleting control.
In some embodiments, restoring the configuration of the target subtask corresponding to the target subtask deletion control includes:
and clearing the combat nature and the task time limit information of the target subtask configuration, and updating the subtask identification corresponding to the target subtask based on the cleared combat nature and the cleared task time limit information.
In some embodiments, the task sequence of the target combat task setting includes a first task sequence and a second task sequence, a final task target of the first task sequence being a first task target of the target combat task;
in response to a target combat task being initiated by an combat team, displaying team combat prompt information on a game interface based on task attribute information of the subtask in a task sequence, comprising:
responding to a target combat task started by combat teams, executing a first subtask in a first task sequence, and displaying team combat prompt information on a game interface based on task attribute information of the first subtask;
the team fighting method in the game provided by the embodiment of the application further comprises the following steps:
and switching the fight team to execute the second subtask in the second task sequence in response to the fact that the first subtask in the first task sequence does not meet the first grading condition corresponding to the first subtask within the first task time limit, and displaying first task switching prompt information, wherein the first task switching prompt information prompts the fight team to execute the subtask to be switched to the second subtask in the second task sequence.
In some embodiments, in response to the first subtask in the first task sequence failing to meet the first grading condition corresponding to the first subtask within the first task time limit, the switching operation team executes the second subtask in the second task sequence, and after displaying the first task switching prompt information, the method further includes:
if the combat team achieves the second subtask within the second task time limit corresponding to the second subtask which is currently executed, entering a next second subtask of the second subtask which is currently executed in the second task sequence;
and if the combat team does not achieve the second subtask within the second task time limit corresponding to the second subtask which is currently executed, ending the target combat task.
In some embodiments, the team combat prompt further includes survival status information for members of the combat team.
In some embodiments, determining a combat team to perform a target combat task based on the intent-to-group object includes:
transmitting team invitation information aiming at a target combat task to an intention team object;
receiving team confirmation information fed back by the intention team forming object aiming at the team forming request message;
determining a target team object participating in a target combat task based on the team confirmation information;
When the target team forming object meets the preset team forming condition, forming a combat team corresponding to the target combat task based on the target team forming object.
According to the scheme, task attribute information of each subtask in a task sequence of a target combat task can be set by responding to combat task setting operation triggered on a game interface, wherein the task attribute information comprises combat properties and task time limit information of the subtasks; displaying at least one candidate object, and determining an intention team object selected to participate in a target combat task in the candidate object in response to the team forming operation for the candidate object; determining a combat team performing the target combat task based on the intent team object; in response to a target combat task being initiated by an combat team, team combat prompt information is displayed on a game interface based on task attribute information of the subtask in the task sequence, the team combat prompt information including combat properties and task time limit information of the currently executed subtask. Therefore, by setting the task sequence of the target combat task to be carried out by the team and task attribute information such as combat nature and task time limit of each subtask in the task sequence, the combat formation prompting information comprising combat nature and task time limit information of the subtask currently carried out can be displayed in the game interface when the team of the target combat task is started, so that players can intuitively and efficiently acquire the combat formation related information of the subtask currently carried out in the task sequence based on the combat formation prompting information displayed in the game interface, and the combat task of the team formation can be carried out rapidly and efficiently in the combat process of the team with changeable conditions and time emergency, thereby effectively improving the combat efficiency of the team.
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
Wherein the computer-readable storage medium may comprise: read Only Memory (ROM), random access Memory (RAM, random Access Memory), magnetic or optical disk, and the like.
Because the instructions stored in the computer readable storage medium may execute the steps in any of the team fight methods in the games provided in the embodiments of the present application, the beneficial effects that can be achieved by any of the team fight methods in the games provided in the embodiments of the present application may be achieved, which are detailed in the previous embodiments and will not be described herein.
Among other things, according to one aspect of the present application, a computer program product or computer program is provided that includes 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, so that the computer device performs the methods provided in the various alternative implementations provided in the above embodiments.
The above describes in detail a team working method, apparatus and computer readable storage medium in a game provided in the embodiments of the present application, and specific examples are applied herein to illustrate the principles and embodiments of the present application, where the above description of the embodiments is only for helping to understand the method and core ideas of the present application; meanwhile, those skilled in the art will have variations in the specific embodiments and application scope in light of the ideas of the present application, and the present description should not be construed as limiting the present application in view of the above.

Claims (18)

1. A method of team engagement in a game, comprising:
setting task attribute information of each subtask in a task sequence of a target combat task in response to combat task setting operation triggered at a game interface, wherein the task attribute information comprises combat nature and task time limit information of the subtask;
displaying at least one candidate object, and determining an intention team object selected to participate in the target combat task in the candidate object in response to a team forming operation for the candidate object;
determining a combat team performing the target combat task based on the intent group object;
And responding to the target combat task, and displaying team combat prompt information on the game interface based on task attribute information of the subtasks in the task sequence, wherein the team combat prompt information comprises combat properties and task time limit information of the subtasks currently executed.
2. The method of in-game team fighting as in claim 1, wherein the game interface includes a timed fighting task control, the setting task attribute information of each subtask in a task sequence of a target fighting task in response to a fighting task setting operation triggered at the game interface includes:
responding to the triggering operation of a time combat task control in a game interface, displaying an combat task configuration panel, wherein the combat task configuration panel comprises a task sequence setting area of a target combat task, and the task sequence setting area comprises a plurality of subtask identifications;
and determining a task sequence corresponding to the target combat task, and combat property and task time limit information corresponding to each subtask in the task sequence in response to the subtask setting event aiming at the subtask identification.
3. The method of in-game team engagement of claim 2, wherein the engagement task configuration panel further includes at least one object selection control, each object selection control corresponding to a candidate object, the determining, in response to a team engagement operation for the candidate object, an intended team object of the candidate object selected to participate in the target engagement task comprising:
And responding to the selection operation of a target object selection control in the object selection controls, determining a target object corresponding to the target object selection control in the candidate objects, and determining the target object as an intention team object selected to participate in the target combat task.
4. The method of in-game team fight as in claim 2, wherein the fight task configuration panel further comprises: an emergency evacuation option bar comprising at least two candidate emergency evacuation conditions; the method further comprises the steps of:
in response to a selection operation for the emergency evacuation condition, configuring the selected emergency evacuation condition as a target emergency evacuation condition for a target combat task;
the method further comprises the steps of:
and in response to the combat team meeting the target emergency evacuation condition when the combat team performs the target combat task, displaying evacuation prompt information to prompt the combat team to evacuate.
5. The method of in-game team fight of claim 2, wherein the fight task configuration panel further comprises a fight location selection control; the method further comprises the steps of:
responding to the triggering operation of the combat site selection control, and displaying a virtual scene map;
In response to a combat location selection operation in the virtual scene map, configuring the selected combat location as a target combat location of a target combat task;
the method further comprises the steps of:
and responding to the target combat task, wherein the team combat prompt information displayed by the game interface further comprises combat place identifiers, and the combat place identifiers indicate the distance and the relative direction between the target combat place and the virtual object currently controlled.
6. The method of in-game team fight of claim 2, wherein the task sequence setting area includes at least two task sequence selection controls, and a subtask switching area including a plurality of subtask identifications;
the method further comprises the following steps of, before determining a task sequence corresponding to a target combat task, combat nature and task time limit information corresponding to each subtask in the task sequence, responding to a subtask setting event aiming at the subtask identification:
and responding to the selection operation of the task sequence selection control, and displaying the subtask identification of the selected target task sequence in the subtask switching area.
7. The method of in-game team fighting as in claim 6, wherein displaying a combat task configuration panel in response to a trigger operation for a time combat task control in a game interface includes:
Responding to triggering operation of timing combat task controls displayed in a game interface, and displaying a first combat task configuration panel, wherein the first combat task configuration panel comprises combat time setting controls, at least one combat nature selection control, a sequence task setting control and a task release control;
responding to the triggering operation of the sequence task setting control, and displaying a second combat task configuration panel, wherein the second combat task configuration panel comprises a task sequence setting area;
the determining a task sequence corresponding to a target combat task and combat property and task time limit information corresponding to each subtask in the task sequence in response to a subtask setting event aiming at the subtask identification comprises the following steps:
determining a currently configured subtask in a task sequence in response to a selection event of a subtask identifier in a setting area for the task sequence;
setting task time limit information of a currently configured subtask in response to a combat time setting operation for the combat time setting control;
setting the combat nature of the currently configured subtask in response to a selection operation in the combat nature selection control;
And responding to the triggering operation of the task release control, and updating and displaying corresponding combat property and task time limit information on the subtask identification.
8. The method of in-game team engagement of claim 7, wherein the engagement task configuration panel further comprises a rating setting control, wherein after determining a currently configured subtask in a task sequence in response to a selection event for a subtask identification in the task sequence setting area, further comprising:
setting a grading grade condition of a next subtask entering the same task sequence for the currently configured subtask in response to the grade setting operation of the grading setting control;
the method further comprises the steps of:
and responding to the target combat task started by the combat team, wherein the team combat prompt information displayed by the game interface also comprises accumulated grading information acquired when the combat team executes the current subtask.
9. The method of in-game team fight of claim 7, wherein the task sequence settings area further comprises a subtask add-on control, the method further comprising:
and responding to the trigger operation of the subtask newly-added control, and adding a new subtask identifier in the task sequence setting area.
10. The method of in-game team fight of claim 7, wherein the task sequence settings area further comprises a subtask deletion control corresponding to each subtask identity, the method further comprising:
and responding to the triggering operation of the target subtask deleting control in the subtask deleting control, and restoring the configuration of the target subtask corresponding to the target subtask deleting control.
11. The method for in-game team fight as in claim 10, wherein said restoring the configuration of the target subtask corresponding to the target subtask deletion control comprises:
and clearing the combat nature and the task time limit information of the target subtask configuration, and updating the subtask identification corresponding to the target subtask based on the cleared combat nature and the cleared task time limit information.
12. The method of in-game team fight of claim 7, wherein the task sequence of the target fight task setting includes a first task sequence and a second task sequence, a final task goal of the first task sequence being a first task goal of the target fight task;
the step of responding to the target combat task started by the combat team, displaying team combat prompt information on the game interface based on task attribute information of sub-tasks in the task sequence, and comprising the following steps:
Responding to the target combat task started by the combat team, executing a first subtask in the first task sequence, and displaying team combat prompt information on the game interface based on task attribute information of the first subtask;
the method further comprises the steps of:
and switching the combat team to execute the second subtask in the second task sequence in response to the fact that the first subtask in the first task sequence does not meet the first grading grade condition corresponding to the first subtask within the first task time limit, and displaying first task switching prompt information, wherein the first task switching prompt information prompts the subtask executed by the combat team to be switched to the second subtask in the second task sequence.
13. The method of in-game team engagement as in claim 12, wherein switching the engagement team to execute the second subtask in the second task sequence in response to the first subtask in the first task sequence failing to satisfy the first scoring grade condition corresponding to the first subtask within a first task time period, and displaying a first task switch hint message, further comprising:
If the combat team achieves the second subtask within the second task time limit corresponding to the second subtask which is currently executed, entering a next second subtask of the second subtask which is currently executed in the second task sequence;
and if the combat team does not reach the second subtask within the second task time limit corresponding to the second subtask which is currently executed, ending the target combat task.
14. A method of team engagement in a game as claimed in any one of claims 1 to 13, wherein said team engagement prompt message further includes survival status information of members of said team.
15. A method of in-game team engagement as claimed in any one of claims 1 to 13, wherein said determining an engagement team to perform said target engagement task based on said intent-to-team object includes:
transmitting team invitation information aiming at the target combat task to the intention team object;
receiving team confirmation information fed back by the intention team forming object aiming at the team forming request message;
determining a target team object participating in the target combat task based on the team confirmation information;
and when the target team forming object meets a preset team forming condition, forming a combat team corresponding to the target combat task based on the target team forming object.
16. A team operation device in a game, comprising:
the setting unit is used for responding to the fight task setting operation triggered on the game interface and setting task attribute information of each subtask in a task sequence of the target fight task, wherein the task attribute information comprises fight property and task time limit information of the subtask;
a team forming unit, configured to display at least one candidate object, and determine, in response to a team forming operation for the candidate object, an intention team forming object selected to participate in the target combat task from among the candidate objects;
a determining unit configured to determine a battle team that performs the target battle task based on the intention team object;
and the display unit is used for responding to the target combat task started by the combat team, displaying team combat prompt information on the game interface based on task attribute information of the subtask in the task sequence, wherein the team combat prompt information comprises combat properties and task time limit information of the subtask currently executed.
17. A computer readable storage medium storing a plurality of instructions adapted to be loaded by a processor to perform the steps in the method of team engagement in a game of any of claims 1 to 15.
18. A computer device comprising a memory, a processor and a computer program stored in the memory and executable on the processor, the processor implementing the method of team engagement in a game of any of claims 1 to 15 when the computer program is executed.
CN202410021088.9A 2024-01-04 2024-01-04 Team fighting method, device and computer readable storage medium in game Pending CN117815660A (en)

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Application Number Priority Date Filing Date Title
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