Recommendation Method for Team Standing Positions in Game Virtual Environments and Related Devices

Obtain team positioning strategies and recommend locations through server monitoring trigger events, which solves the positioning problem caused by poor communication in team combat, and improves game experience and team coordination.

CN115193050BActive Publication Date: 2025-07-22NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210679001.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-06-16
Publication Date
2025-07-22
Estimated Expiration
2042-06-16

AI Technical Summary

Technical Problem

In team confrontational combat games, existing technology relies on player communication to complete team positions, resulting in poor communication or inability to accurately locate teammates, affecting the team combat effectiveness.

Method used

Obtain team positioning strategies through server monitoring trigger events, recommend team positioning methods, and determine the display location of virtual characters based on player selection operations to achieve automated team positioning.

Benefits of technology

It improves the coordination and gaming experience of team combat, avoids team positioning problems caused by poor communication, and provides more strategic deployment reference information.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application provides a method for recommending team positions based on a game virtual environment and related devices, which is applied to the field of computer technology. The method for recommending team positions based on a game virtual environment includes: when the server detects a trigger event corresponding to a first virtual character, the server obtains a team position strategy corresponding to the trigger event. The server determines a team position manner according to the team position strategy, and the team position manner is used to indicate the target positions of at least one second virtual character in the game virtual environment. The first virtual character and at least one second virtual character belong to the same team. The server displays the team position manner on the game interface corresponding to each second virtual character. The server receives a selection operation of each second virtual character for the team position manner. The server determines the display positions of each second virtual character in the game virtual environment according to the selection operation, and displays the second virtual characters at the display positions.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and in particular, to a method for recommending team positions based on a game virtual environment and related devices. Background Art

[0002] In team confrontation combat games, in order to win the game, players usually need to fight as a team against enemy attacks. The basic principle of team combat is to cooperate with each other, perform operations of helping each other, and enable players playing different types of roles in the team to play their own roles in the team combat position. Therefore, in different combat scenarios of different games, the team combat methods are also different. Among them, team positioning is one of the most important factors affecting the entire team combat.

[0003] In the existing game scenarios, it is usually the game players who operate the game characters to determine the character positions. Specifically, the player will judge the current game situation and then determine whether team combat is needed. When the player determines that team combat is needed according to the current combat strategy, the player will communicate with the teammate players belonging to the same team. Exemplarily, communication methods include in-game position marking reminders, typing, or voice. Then each player controls his own character to move according to the communication situation to complete the team positioning. Thus, the purpose of team cooperation and collective combat is achieved.

[0004] It can be understood that the completion of the existing team positioning completely depends on the communication between players. However, the reality is that some players do not like the way of chatting and communication and choose to turn off its function. Or in the rapidly changing game scenarios, due to the sudden change of the battle, there is not enough time for teammates to communicate. Or some novice players simply do not know where the favorable positions pointed by their teammates are. Therefore, there are often situations where teammates do not reach the ideal positions when team combat should be carried out, which greatly affects the team combat effect. Furthermore, it affects the victory of team combat. Summary of the Invention

[0005] In view of this, this application provides a method for recommending team positions based on a game virtual environment and related devices. When the system detects a trigger event, it will recommend team positions to all players of a team. Each player determines his corresponding ideal position according to the system recommendation, thereby completing the team positioning of the entire team. In this way, each player can carry out team combat according to the team positioning, greatly improving the game experience.

[0006] In the first aspect of the embodiments of this application, a method for recommending team positions based on a game virtual environment is provided. The recommendation method includes:

[0007] When the server detects a trigger event corresponding to the first virtual character, the server obtains the team position strategy corresponding to the trigger event.

[0008] The server determines the team standing position based on the team standing position strategy. The team standing position is used to indicate the target positions of at least one second virtual character in the game virtual environment. The first virtual character and the at least one second virtual character belong to the same team.

[0009] The server displays the team standing position on the game interface corresponding to each second virtual character.

[0010] The server receives the selection operations of each second virtual character for the team standing position.

[0011] The server determines the display positions of each second virtual character in the game virtual environment according to the selection operations, and displays the second virtual characters at the display positions.

[0012] In an optional implementation manner, the triggering event is a first triggering event, and the method further includes:

[0013] The server displays a standing position control on the game display interface corresponding to the first virtual character.

[0014] When the server receives a user operation for the standing position control, the server determines that the first triggering event is detected.

[0015] In an optional implementation manner, the server displays a standing position control on the game display interface corresponding to the first virtual character, including:

[0016] The server obtains the status characteristic value corresponding to the first virtual character.

[0017] When the status characteristic value is lower than a preset threshold, the server displays a standing position control on the game display interface corresponding to the first virtual character.

[0018] In an optional implementation manner, the server displays a standing position control on the game display interface corresponding to the first virtual character, including:

[0019] The server monitors the attack operation event corresponding to the first virtual character.

[0020] When the attack object corresponding to the attack operation event is the target attack object, the server displays a standing position control on the game display interface corresponding to the first virtual character.

[0021] In an optional implementation manner, the triggering event is a second triggering event, and the method further includes:

[0022] The server determines the game start time corresponding to the game virtual environment.

[0023] When the game start time exceeds the time threshold, the server determines that the second triggering event is detected.

[0024] In an alternative embodiment, when the server detects a trigger event, the server obtains the team standing strategy corresponding to the trigger event, including:

[0025] When the server detects a first trigger event or a second trigger event, the server determines a target object according to a user operation.

[0026] The server determines a team standing strategy according to the target object. Among them, the target position of the second virtual character in the game virtual environment is related to the display position of the target object in the game virtual environment.

[0027] In an alternative embodiment, the team standing strategy is a protective team standing strategy. The server determines the team standing strategy according to the target object, including:

[0028] When the server determines that the target object is the first virtual character, the server determines a protective team standing strategy for the first virtual character.

[0029] Among them, the protective team standing strategy is used to indicate that the second virtual character is located outside the first virtual character in the game virtual environment.

[0030] In an alternative embodiment, the server determines a protective team standing strategy for the first virtual character, including:

[0031] The server determines a target virtual character among the second virtual characters according to a preset condition.

[0032] The server determines a protective team standing strategy according to the target virtual character. Among them, the protective team standing strategy is used to indicate that the target virtual character is located in front of the first virtual character in the game virtual environment.

[0033] In an alternative embodiment, the preset condition is a preset distance condition or a preset character attribute condition.

[0034] In an alternative embodiment, the team standing strategy is an attack team standing strategy; the server determines the team standing strategy according to the target object, including:

[0035] When the server determines that the target object is a target attack object, the server determines the character attribute corresponding to the second virtual character.

[0036] The server determines an attack team standing strategy for the target attack object according to the character attribute corresponding to the second virtual character.

[0037] In an alternative embodiment, the server displays the team standing method on the game interface corresponding to each second virtual character, including:

[0038] The server displays the team standing formation in a pop-up window; wherein, the display content of the pop-up window includes multiple virtual standing positions.

[0039] The server displays the pop-up window in the game display interface corresponding to each second virtual character.

[0040] In an optional implementation, the server receives the selection operation of each second virtual character for the team standing formation, including:

[0041] The server receives the selection operation of each second virtual character for multiple virtual standing positions.

[0042] The server determines the display position of each second virtual character in the game virtual environment according to the selection operation, including:

[0043] The server determines the standing position corresponding to each second virtual character according to the selection operation.

[0044] The server determines the display position of each second virtual character in the game virtual environment according to the standing position corresponding to each second virtual character.

[0045] In an optional implementation, the method further includes:

[0046] After the server receives the selection operation for the target virtual standing position among multiple virtual standing positions, the server displays the target virtual standing position as an unavailable state in the pop-up window.

[0047] In an optional implementation, the method further includes:

[0048] The server receives the rejection operation of each second virtual character for the pop-up window.

[0049] The server controls the display position of each second virtual character in the game virtual environment to remain unchanged.

[0050] A second aspect of the embodiments of the present application provides a game server, which includes:

[0051] An obtaining unit, configured to obtain the team standing strategy corresponding to the trigger event when the game server monitors the trigger event corresponding to the first virtual character.

[0052] A determining unit, configured to determine the team standing formation according to the team standing strategy, where the team standing formation is used to indicate the target positions of at least one second virtual character in the game virtual environment, and the first virtual character and the at least one second virtual character belong to the same team.

[0053] A display unit, configured to display the team standing formation on the game interface corresponding to each second virtual character.

[0054] A receiving unit, configured to receive the selection operation of each second virtual character for the team standing formation method.

[0055] A determining unit, further configured to determine the display position of each second virtual character in the game virtual environment according to the selection operation.

[0056] A display unit, further configured to display the second virtual character at the display position.

[0057] In an optional implementation manner, the triggering event is a first triggering event.

[0058] A display unit, further configured to display a standing formation control in the game display interface corresponding to the first virtual character.

[0059] A determining unit, further configured to determine that the first triggering event is detected when the receiving unit receives a user operation on the standing formation control.

[0060] In an optional implementation manner, an obtaining unit, further configured to obtain the status characteristic value corresponding to the first virtual character.

[0061] The display unit is specifically configured to display a standing formation control in the game display interface corresponding to the first virtual character when the status characteristic value is lower than a preset threshold.

[0062] In an optional implementation manner, an obtaining unit, further configured to monitor the attack operation event corresponding to the first virtual character.

[0063] The display unit is specifically configured to display a standing formation control in the game display interface corresponding to the first virtual character when the attack target corresponding to the attack operation event is the target attack target.

[0064] In an optional implementation manner, the triggering event is a second triggering event. The determining unit is further configured to determine the game start time corresponding to the game virtual environment. When the game start time exceeds the time threshold, it is determined that the second triggering event is detected.

[0065] In an optional implementation manner, the obtaining unit is specifically configured to, when the server detects the first triggering event or the second triggering event, determine a target object according to the user operation, and determine a team standing formation strategy according to the target object. Wherein, the target position of the second virtual character in the game virtual environment is related to the display position of the target object in the game virtual environment.

[0066] In an optional implementation manner, the team standing formation strategy is a protection-based team standing formation strategy. The obtaining unit is specifically configured to determine a protection-based team standing formation strategy for the first virtual character when determining that the target object is the first virtual character. Wherein, the protection-based team standing formation strategy is used to indicate that the second virtual character is located outside the first virtual character in the game virtual environment.

[0067] In an optional implementation, the obtaining unit is specifically configured to determine a target virtual character in the second virtual characters according to a preset condition. Determine a protective team standing strategy according to the target virtual character, where the protective team standing strategy is used to indicate that the target virtual character is located in front of the first virtual character in the game virtual environment.

[0068] In an optional implementation, the preset condition is a preset distance condition or a preset character attribute condition.

[0069] In an optional implementation, the team standing strategy is an attack-type team standing strategy; the obtaining unit is specifically configured to determine the character attribute corresponding to the second virtual character when it is determined that the target object is the target attack object. Determine an attack-type team standing strategy for the target attack object according to the character attribute corresponding to the second virtual character.

[0070] In an optional implementation, the game server further includes a sending unit.

[0071] The display unit is further configured to display the team standing manner in a pop-up window, where the display content of the pop-up window includes multiple virtual standings.

[0072] The sending unit is specifically configured to send the pop-up window to the game display interface corresponding to each second virtual character.

[0073] In an optional implementation, the receiving unit is specifically configured to receive the selection operation of each second virtual character for the multiple virtual standings.

[0074] The determining unit is specifically configured to determine the standing position corresponding to each second virtual character according to the selection operation. Determine the display position of each second virtual character in the game virtual environment according to the standing position corresponding to each second virtual character.

[0075] In an optional implementation, the display unit is further configured to, after the receiving unit receives the selection operation for the target virtual standing in the multiple virtual standings, display the target virtual standing as an unavailable state in the pop-up window.

[0076] In an optional implementation, the receiving unit is further configured to receive the rejection operation of each second virtual character for the pop-up window.

[0077] The determining unit is further configured to control the display position of each second virtual character in the game virtual environment to remain unchanged.

[0078] A third aspect of the embodiments of the present application further provides a game server, including: a memory and a processor, and the memory and the processor are coupled.

[0079] Among them, the memory is used to store one or more computer instructions.

[0080] The processor is used to execute one or more computer instructions to implement the method for recommending team positions based on a game virtual environment described in the first aspect above.

[0081] A fourth aspect of the embodiments of the present application further provides a computer-readable storage medium, on which one or more computer instructions are stored, and is characterized in that the instructions are executed by a processor to implement the method for recommending team positions based on a game virtual environment described in any of the above technical solutions.

[0082] In the technical solution provided by the embodiments of the present application, when the server detects a trigger event, it is necessary to obtain the team position strategy corresponding to the trigger event, and then determine the team position method based on the team position strategy. The team position method is used to indicate the target recommended positions of the player's teammates. Then the server recommends the team position method to other players. Finally, the server determines the display positions of the virtual characters controlled by each player in the game virtual environment according to the selection operations of other players for the team position method. Thus, the team position of the entire team is completed. In this way, each player can conduct group battles according to the team position, which can avoid the problem that the team position cannot be achieved due to poor communication among players. At the same time, the team battle position method recommended by the server can provide more strategic deployment reference information to players, thereby greatly improving the game experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0083] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for the description of the embodiments of the present application will be briefly introduced below. Obviously, the drawings in the following description are only some embodiments of the present application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.

[0084] Figure 1 It is a schematic flowchart of a method for recommending team positions based on a game virtual environment provided by an embodiment of the present application;

[0085] Figure 2 It is a game display interface corresponding to a virtual character provided by an embodiment of the present application;

[0086] Figure 3 It is a position recommendation diagram corresponding to a target object provided by an embodiment of the present application;

[0087] Figure 4 It is one of the schematic diagrams of the team position method provided by an embodiment of the present application;

[0088] Figure 5The second schematic diagram of the team standing position provided by the embodiment of the present application;

[0089] Figure 6 The structural schematic diagram of a pop-up window provided by the embodiment of the present application;

[0090] Figure 7 The structural schematic diagram of a game server provided by the embodiment of the present application;

[0091] Figure 8 The structural schematic diagram of a server provided by the embodiment of the present application. Detailed implementation manners

[0092] The present application provides a method for recommending team standing positions based on a game virtual environment and related devices. When the system detects a trigger event, it will recommend team standing positions to all players in a team. Each player determines its corresponding ideal standing position according to the system recommendation, thereby completing the team standing position of the entire team. In this way, each player can conduct group battles according to the team standing position, greatly improving the game experience.

[0093] In order to enable those skilled in the art to better understand the technical solutions of the present application, the present application will be clearly and completely described below in conjunction with the accompanying drawings in the embodiments of the present application. However, the present application can be implemented in many other ways different from the above description. Therefore, based on the embodiments provided by the present application, all other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the protection scope of the present application.

[0094] It should be noted that the terms "first", "second", "third", etc. in the claims, specifications and drawings of the present application are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data can be interchanged under appropriate circumstances so that the embodiments of the present application described herein can be implemented in an order other than that shown or described herein. In addition, the terms "including", "having" and their variants are intended to cover non-exclusive inclusion. For example, a process, method, system, product or device that includes a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products or devices.

[0095] In team competition games, multiple players are divided into multiple teams and then complete the target tasks on the same game map. Among them, the team that completes the target task first wins. This type of game mainly includes the following features: 1. Players are divided into multiple groups, and the number of members in each team is the same. 2. Each player can control their own game characters online, obtain props or economy in the game scene, and kill the game characters belonging to the other team. 3. The higher the props obtained by the player or the player's economic value, or the more times the player kills the enemy game character, the higher the player's attack value, and the more damage caused to the opponent. 4. The role attributes of the game characters corresponding to each player are different, and their skills focus on different aspects. For example, some characters are output-type characters, and the damage caused by the skills released by the character is large, but the character's own anti-attack ability is very weak. Some characters are auxiliary characters, and the skills they release can increase the health of teammates, but the ability to attack the enemy is very weak. 5. Generally, players can be resurrected infinitely, and multiple players belonging to the same team can communicate through voice or typing, and then fight collectively. 4. In the game scene, each team has its own territory. To win the game, you generally need to perform a task in the opponent's territory, such as knocking down the enemy's crystal tower or installing explosive packs in the enemy's territory. 6. After the task is completed, the ranking of each player in the game will be generated according to their performance, and corresponding points will be awarded.

[0096] From the above description, it can be seen that team competition games test team coordination ability. Different players belonging to the same team need to control game characters with different attributes, kill enemy game characters as much as possible to obtain higher benefits, and use the benefits to improve the skill strength of game characters faster, so that they can capture enemy territory faster and win the game after completing the corresponding tasks in the enemy territory. In this team competition game, team battle is the most important way of fighting. Players need to analyze the situation of the battle and call teammates when collective combat is needed to jointly attack the enemy team. When fighting collectively, the position of each player is the key to affecting the effectiveness of collective combat. What attributes of game characters should stand in what position to release what skills will affect the effect of team battles and the final outcome of the game.

[0097] In the existing game scenarios, the team formation during group battles completely follows the free will of players. That is, players will judge the current game situation and then determine whether group battles are needed. When players think that group battles are required, they will communicate with their teammates in the same team. Exemplarily, this includes communication methods such as in-game position marking reminders, typing, or voice. Then each player controls the movement of their character based on the communication situation, ultimately forming a team formation. Then each player controls the movement of their game character within a small range based on this team formation and controls the game character to release skills, ultimately achieving the purpose of teamwork and coordinated combat.

[0098] It can be understood that the completion of the existing team formation completely relies on communication among players. However, the reality is that some players do not like the way of chatting and communication and choose to turn off its function. Or in the ever-changing game scenarios, due to sudden changes in battles, teammates do not have time to communicate. Moreover, more often than not, some novice players simply do not know where the advantageous positions indicated by their teammates are and do not know how their game characters should cooperate with their teammates. Therefore, there are often situations where teammates do not reach the ideal positions when group battles are supposed to occur. This will greatly affect the group battle effect and thus affect the victory of the entire team.

[0099] To address the above problems, the present application provides a method for recommending team formation based on a game virtual environment and related devices. When the system detects a trigger event, it will recommend team formation to all players in a team. Each player can then determine their corresponding ideal positions based on this system recommendation, thereby completing the group battle cooperation of the entire team. The following further elaborates on the methods, devices, terminals, and computer-readable storage media described in the present application in conjunction with specific embodiments and accompanying drawings.

[0100] Figure 1 It is a schematic flowchart of a method for recommending team formation based on a game virtual environment provided by an embodiment of the present application. It should be noted that the steps shown in this flowchart can be executed in a computer system such as a set of computer-executable instructions. At the same time, in some cases, the steps shown can be executed in a logical order different from that shown in this flowchart.

[0101] As Figure 1 shown, the method for recommending team formation includes the following steps:

[0102] 101. The server monitors a trigger event corresponding to a first virtual character.

[0103] After the game starts, the server needs to monitor the trigger events in the game virtual environment, and then recommend team formations to the game players based on the trigger events. Taking the perspective of the first virtual character as an example, the server monitors the trigger events related to the first virtual character, then determines the teammates of the first virtual character, that is, other virtual characters (the second virtual character) belonging to the same team as the first virtual character. Then the server sends team formation recommendations to all virtual characters in the team, providing team formation suggestions to all virtual characters.

[0104] Among them, the trigger events can be formulated according to specific game scenarios. Exemplarily, when the server receives a specific user operation, the server recommends team formations to the players. Another example is when the server detects an event in the game virtual environment, the server recommends team formations to the players, etc., without specific limitations.

[0105] 102. When the server detects the trigger event corresponding to the first virtual character, the server obtains the team formation strategy corresponding to the trigger event.

[0106] When the server detects the trigger event corresponding to the first virtual character, the server can determine that the first virtual character needs to conduct team operations. Then the server determines the team formation strategy according to different team operation requirements. It can be understood that the team formation strategy is a series of rules used to determine team formations, which can be formulated according to different game scenarios, without specific limitations.

[0107] 103. The server determines the team formation method according to the team formation strategy.

[0108] After obtaining the team formation strategy, the server determines the team formation method of a team according to the team formation strategy. Among them, the team formation method is used to indicate the target positions of other second virtual characters in the game virtual environment, that is, the server provides the recommended positions of all virtual characters in a team. Each player can use the team formation method provided by the server as a reference to control the virtual characters to play the game.

[0109] 104. The server displays the team formation method on the game interface corresponding to each second virtual character.

[0110] After determining the team formation method, the server needs to push the team formation method to each virtual character in the team. In this way, players belonging to the same team can determine the combat strategy based on the recommended information and can quickly enter the team combat state based on the recommended information.

[0111] 105. The server receives the selection operations of each second virtual character for the team formation method.

[0112] After the server recommends the team formation method to each second virtual character, all second virtual characters can select from the multiple formations included in the team formation method. Then, based on the selection operations issued by the players, the final positions of each virtual player are determined. In this way, the final team formation is affected by both the team formation strategy and the will of the players, thus improving the user experience of team battles.

[0113] 106. The server determines the display position of each second virtual character in the game virtual environment according to the selection operation.

[0114] The server determines the display positions of each virtual character in a team according to the selection operations of the users, and then moves each virtual character to the corresponding position to complete the team formation.

[0115] 107. The server displays the second virtual character at the display position in the game virtual environment.

[0116] In the technical solution provided by the embodiments of the present application, when the server detects a trigger event, it needs to obtain the team formation strategy corresponding to the trigger event, and then determine the team formation method based on the team formation strategy. This team formation method is used to indicate the target recommended positions of the players' teammates. Then the server recommends this team formation method to other players. Finally, the server determines the display positions of the virtual characters controlled by each player in the game virtual environment according to the selection operations of other players for this team formation method. Thus, the team formation of the entire team is completed. In this way, each player can conduct group battles according to the team formation, which can avoid the problem that the team formation cannot be achieved due to poor communication among players. At the same time, the team battle formation method recommended by the server can provide more strategic deployment reference information for players, thus greatly improving the game experience.

[0117] Next, the technical solution provided by the embodiments of the present application will be introduced in detail for different formation recommendation stages.

[0118] (1). The server determines that team formation recommendation is required:

[0119] It is understandable that in a team-based combat game, multiple players belonging to the same team control different virtual characters. Moreover, different virtual characters need to perform different tasks at different game stages. For example, an output virtual character needs to develop the economy in the early stage of the game to increase skill damage, and needs to continuously output and attack the enemy in the late stage of the game. While the support virtual character needs to clear the minions and then roam around to protect the output virtual character. Another example is that some virtual characters need to take the top lane, while some virtual characters need to take the side lane, etc. Therefore, during the game process, team positioning recommendations are not required at all times. Only when a team fight is needed, does the server need to recommend team positioning to each player. And the server determines whether it is a moment for a team fight based on a trigger event, that is, when the server detects a trigger event, the server recommends a team positioning method to each player.

[0120] 1. First trigger event:

[0121] Taking the perspective of a virtual character as an example, first, the server needs to display a positioning control on the game display interface corresponding to the virtual character. This display positioning control is a control that can be operated by the player. When the player operates this positioning control, the server determines that the first trigger event has been detected based on the user operation. Then the recommended process for team positioning is started.

[0122] As Figure 2 shown, Figure 2 This is a game display interface corresponding to a virtual character provided by an embodiment of the present application. A team positioning button (positioning control) is displayed on this game display interface. When the player determines that a team fight is needed based on the current game situation, the player operates this team positioning button. Then the server recognizes this user operation and starts the recommended process for team positioning. Exemplarily, the player can perform operations such as clicking, double-clicking, long-pressing, or dragging on this team positioning button, and specific operations are not limited. And Figure 2 the user operation shown is a drag operation, that is, the player holds down the team positioning button and drags the team positioning button to a target object, and then the server recommends a team positioning method to the player and the player's teammates based on this drag operation.

[0123] It is understandable that the server can also stipulate the display time of the team positioning button. Exemplarily, the server can permanently display the positioning control on the game display interface corresponding to each virtual character for the player to prepare for a team fight at any time. And to keep the game display interface simple, the server can also display this team positioning button only when certain preset events occur.

[0124] Exemplarily, when the state feature value corresponding to the virtual character is less than the preset threshold, the server displays a standing position control in the game display interface of the virtual character. It can be understood that the state feature value can be the health value or hit points. That is, when the virtual character is unable to resist the enemy's attack, the virtual character can request protection from other players on the same team. At this time, the server can display a standing position control in the game display interface corresponding to the virtual character, facilitating the user to use the displayed standing position control to send a protection request to other teammates. After receiving the recommended team standing position method from the server, other players can gather according to this team standing position method to form a team standing position to jointly resist the enemy's attack and protect their companions.

[0125] Exemplarily, when the server monitors that the first virtual character launches an attack on the target attack object, the server displays a standing position control in the game display interface of the virtual character. It can be understood that when a virtual character launches an attack on the enemy or a prop, it often needs to gather the strength of other teammates on the same team, that is, a team battle focuses on launching an attack on the target attack object. At this time, the server can display a standing position control in the game display interface corresponding to the virtual character, facilitating the user to use the displayed standing position control to send a team battle summons request to other teammates. After receiving the recommended team standing position method from the server, other players can gather according to this team standing position method to form a team standing position to jointly attack the target attack object, obtain a buff or complete a predetermined task. For example, the target attack object can be a "tyrant", and after defeating the "tyrant", the whole team can obtain benefits, thereby improving the skills of each virtual character. Another example is that the target attack object can be the enemy's defense tower. Concentrating on attacking the enemy's defense tower can demolish the defense tower, clearing the way for the offensive. Another example is that the target attack object can be a virtual task of the enemy. Concentrated attack can kill the enemy, etc. The target attack object can be determined according to the specific team battle requirements, and there is no specific limit.

[0126] 2. Second trigger event:

[0127] The server can also directly recommend a team standing position method to the players according to the specific scenario. That is, without receiving the user's operation, when the second type of trigger event is detected, a team battle standing position recommendation is directly sent to each player in the team.

[0128] Exemplarily, the server can monitor the game start time. It can be understood that in the early stage of the game, each virtual character in a team has its own tasks and development methods, and each player needs to independently control the virtual character, and there is no need for a team battle. And in the late stage of the game, it is the stage of concentrated attack and task execution, and team battles are often required. Therefore, the server needs to monitor the game start time. When the server determines that the start time exceeds the time threshold, that is, when the game develops to the late stage, the server directly recommends a team standing position method to each player.

[0129] Exemplarily, the server can also monitor the number of surviving virtual characters. It can be understood that the more surviving virtual characters a team has, the stronger the team's attack and defense capabilities are, and generally there is no need for a team battle. While the fewer surviving virtual characters a team has, the weaker the team's attack and defense capabilities are, and often a team battle is needed for concentrated confrontation. Therefore, when the server monitors that the number of surviving virtual characters in a team is lower than a preset threshold, the server can directly recommend a team standing formation to each player.

[0130] (2) The server determines the team standing formation:

[0131] When the server determines that it needs to recommend a team standing formation to players, it needs to formulate a team standing formation according to the team standing formation and then push the team standing formation to each player in a team. Specifically, when the server monitors the above trigger event, it first obtains the target object corresponding to the trigger event, and then determines the team standing strategy according to the target object. Among them, the team standing formation is related to the display position of the target object in the game virtual environment.

[0132] In Figure 2 the example shown, when a player determines that a team battle is needed according to the current game situation, the player operates on the team standing formation button. Exemplarily, the player drags the team standing formation button, that is, the player holds down the team standing formation button and drags the team standing formation button to an object, then the object is the target object. Then the server needs to recommend a team standing formation to the player and the player's teammates, and the team standing formation is related to the position of the target object. For example, the server determines a team standing formation around the target object. Figure 3 This is a standing formation recommendation diagram corresponding to a target object provided by an embodiment of the present application. As Figure 3 shown, the server determines multiple standing positions around the target object with the position of the target object as the center for other virtual characters to select.

[0133] Exemplarily, when the server monitors the above second trigger event, the server can also display a selection interface for the player to select a target object on the selection interface. Then, the team standing formation is determined based on the position of the target object, and the specific method is not limited.

[0134] Next, taking two team standing formations as examples, the process of the server determining the team standing formation according to the team standing strategy will be introduced. Figure 4 This is one of the schematic diagrams of the team standing formation provided by an embodiment of the present application. Figure 5 This is the second schematic diagram of the team standing formation provided by an embodiment of the present application:

[0135] 1. Protective team standing strategy:

[0136] Taking the perspective of a virtual character as an example, when the server detects a trigger event corresponding to the first virtual character, it needs to recommend positions to all virtual characters in the team corresponding to the first virtual character. First, the server needs to determine that the target object corresponding to the trigger event is the first virtual character. That is, the player requests the server to recommend team positions for themselves. This situation is generally when a player is attacked by the enemy and requests their teammates to protect them. Then, the server needs to recommend team positions to the entire team according to the protective team positioning strategy.

[0137] Among them, the protective team positioning strategy is used to protect the target object. Then the server can instruct the second virtual character (teammate) to be located outside the first virtual character. As Figure 4 shown, on the display interface corresponding to the first virtual character, the side facing the enemy territory or the enemy virtual character is the outside. When the server determines that the target object is the first virtual character itself, it determines multiple recommended positions outside the first virtual character and displays the recommended positions for the second virtual character to select. Then it receives the selection operation from the second player corresponding to the second virtual character and moves each second player to the corresponding position according to the selection operation.

[0138] Exemplarily, it is also possible to determine which second virtual player is located in front of the first virtual character according to the status information of each second virtual player. Exemplarily, the first virtual character receives damage from the enemy and chooses to call on its teammates to fight together. Then the server can analyze according to the specific situation. Suppose the health of the first virtual character is very low and it urgently needs teammates to resist the enemy attack. Then the server can determine the target virtual character among the multiple second virtual characters according to the preset distance condition, and then recommend that the target virtual character stand in front of the first virtual character. That is, the server can choose the second virtual character closest to the first virtual character as the target virtual character, and then determine the position of the target virtual character in the team positioning method to be in front of the first virtual character. As Figure 5 shown, there are 4 recommended positions outside the first virtual character, then the recommended position for the target virtual character is recommended position A.

[0139] Suppose again that the first virtual character is an output-type virtual character. When the first virtual character is attacked by the enemy, then the server can determine the target virtual character among the multiple second virtual characters according to the preset character attribute condition, and then recommend that the target virtual character stand in front of the first virtual character.

[0140] That is, the server can select auxiliary virtual characters to resist enemy damage. The server can select an auxiliary virtual character in the same team as the target virtual character and determine that the position of the target virtual character in the team standing formation is in front of the first virtual character. It can be understood that the server can also display the best virtual character type corresponding to each recommended position for each player to refer to. For example, Figure 5 As shown, among the 4 recommended positions outside the first virtual character, the server can display "Output" at recommended position a, that is, an output virtual character is suitable for recommended position a. It can display "Defense" at recommended position b, that is, a defensive virtual character is suitable for recommended position b. It can display "Jungle" at recommended position c, that is, a jungle virtual character is suitable for recommended position c. It can display "Support" at recommended position d, that is, a support virtual character is suitable for recommended position d. It can be understood that the server can adjust the team standing formation strategy according to the requirements of various game scenarios, which is not specifically limited.

[0141] 2. Attack-oriented team standing formation strategy:

[0142] Among them, the attack-oriented team standing formation strategy is applied in the scenario of concentrating firepower and jointly attacking. That is, the player corresponding to the first virtual character analyzes the battle situation and decides that teammates need to jointly attack a certain target. Then the server takes this target as the target object and provides an attack-oriented team standing formation strategy centered on the target to each player. By way of example, the server can center on the target and determine a suitable attack distance. Then, based on this attack distance, it determines the recommended positions of multiple virtual characters. By way of example, the server can also determine the character attributes of multiple virtual characters and then determine the attack-oriented team standing formation strategy according to the character attributes of each virtual character. For example, the server can determine the recommended position of the defensive virtual character at the front, the recommended position of the output virtual character behind the recommended position of the defensive virtual character, and the recommended positions of the support virtual characters on both sides of the recommended position of the output virtual character, etc., which is not specifically limited.

[0143] (3). The server recommends the team standing formation to the players corresponding to each virtual character.

[0144] After the server determines the team standing formation according to the team standing formation strategy, it can display this team standing formation in a pop-up window and then display this pop-up window on the game display interfaces corresponding to the teammate players. That is, the server recommends the team standing formation to each teammate player in the form of a pop-up window for each teammate player to refer to. Figure 6 This is a schematic structural diagram of a pop-up window provided by an embodiment of this application. As Figure 6As shown, the pop-up window includes the position of the target object and the recommended standing positions with the target object as a reference. Players can determine the specific recommended positions in the game virtual environment based on the display content of the pop-up window. Then, they can decide whether to accept the recommended advice based on their own judgment. Exemplarily, the recommended standing positions can also carry character attribute information, that is, the most suitable virtual character types for each recommended standing position, for players to refer to. For example, if the recommended standing position A is suitable for output-type virtual characters, then the pop-up window can display the "output type" label at the recommended standing position A for players of various types to refer to.

[0145] It can be understood that the recommended standing positions displayed in the pop-up window can all receive user selection operations from players. That is, the same pop-up window will be displayed on the game display pages of each teammate player. Then, each player can perform a selection operation on the virtual standing positions in the pop-up window. Then, the server determines the specific display position of the virtual character controlled by the teammate player based on the user's selection operation. And move the virtual character to the specific display position to complete the standing position migration.

[0146] In one scenario, multiple teammate players select the same recommended standing position in the pop-up window. Then the server needs to display a selection conflict prompt to prompt the teammate players to re-select the recommended standing position. Similarly, once a recommended standing position in the pop-up window is selected, the server needs to set that recommended standing position to an unavailable state. In this way, the state where multiple teammate players simultaneously select one recommended standing position can be avoided.

[0147] It can be understood that each teammate player can also reject the team standing position recommendation. Specifically, each teammate player sends a rejection operation to the pop-up window, such as clicking the rejection button or directly closing the pop-up window, etc. This means that each teammate player does not agree to this team battle request, then the server needs to control the display position of the virtual character corresponding to the teammate player to remain unchanged in the game virtual environment.

[0148] In the technical solution provided by the above embodiments of the present application, when the server detects a trigger event, it needs to obtain the team standing position strategy corresponding to the trigger event, and then determine the team standing position method based on the team standing position strategy. This team standing position method is used to indicate the target recommended positions of the players' teammates. Then the server recommends this team standing position method to other players. Finally, the server determines the display positions of the virtual characters controlled by each player in the game virtual environment according to the selection operations of other players for this team standing position method. Thus, the entire team's standing positions are completed. In this way, each player can conduct group battles according to the team standing positions, which can avoid the problem of being unable to achieve team standing positions due to poor communication among players. At the same time, the team battle standing position method recommended by the server can provide more strategic deployment reference information for players, thereby greatly improving the game experience.

[0149] Figure 7 The following is a schematic structural diagram of a game server provided by an embodiment of the present application. The following will be described in detail with reference to Figure 7 the following embodiments provided. The embodiments involved in the following description are used to explain the technical solutions of the present application and are not limitations of actual use.

[0150] The game server includes:

[0151] An obtaining unit 701, configured to obtain a team standing strategy corresponding to a trigger event when the game server monitors a trigger event corresponding to a first virtual character.

[0152] A determining unit 702, configured to determine a team standing manner according to the team standing strategy, where the team standing manner is used to indicate target positions of at least one second virtual character in the game virtual environment, and the first virtual character and the at least one second virtual character belong to the same team.

[0153] A display unit 703, configured to display the team standing manner on the game display interface corresponding to each second virtual character.

[0154] A receiving unit 704, configured to receive a selection operation of each second virtual character for the team standing manner.

[0155] The determining unit 702 is further configured to determine the display positions of each second virtual character in the game virtual environment according to the selection operation.

[0156] The display unit 703 is further configured to display the second virtual character at the display position.

[0157] In an alternative embodiment, the trigger event is a first trigger event.

[0158] The display unit 703 is configured to display a standing control in the game display interface corresponding to the first virtual character.

[0159] The determining unit 702 is further configured to determine that the first trigger event is monitored when the receiving unit receives a user operation on the standing control.

[0160] In an alternative embodiment, the obtaining unit 701 is further configured to obtain a status characteristic value corresponding to the first virtual character.

[0161] The display unit 703 is specifically configured to display a standing control in the game display interface corresponding to the first virtual character when the status characteristic value is lower than a preset threshold.

[0162] In an alternative embodiment, the obtaining unit 701 is further configured to monitor an attack operation event corresponding to the first virtual character.

[0163] The display unit 703 is specifically configured to, when the attack target corresponding to the attack operation event is the target attack target, the server displays a standing position control in the game display interface corresponding to the first virtual character.

[0164] In an alternative embodiment, the triggering event is the second triggering event. The determination unit 702 is further configured to determine the game start time corresponding to the game virtual environment. When the game start time exceeds the time threshold, it is determined that the second triggering event is detected.

[0165] In an alternative embodiment, the obtaining unit 701 is specifically configured to, when the server detects the first triggering event or the second triggering event, determine the target object according to the user operation. Determine the team standing position strategy according to the target object. Among them, the target position of the second virtual character in the game virtual environment is related to the display position of the target object in the game virtual environment.

[0166] In an alternative embodiment, the team standing position strategy is a protective team standing position strategy. The obtaining unit 701 is specifically configured to, when determining that the target object is the first virtual character, determine the protective team standing position strategy for the first virtual character. Among them, the protective team standing position strategy is used to indicate that the second virtual character is located outside the first virtual character in the game virtual environment.

[0167] In an alternative embodiment, the obtaining unit 701 is specifically configured to determine the target virtual character among the second virtual characters according to the preset conditions. Determine the protective team standing position strategy according to the target virtual character, where the protective team standing position strategy is used to indicate that the target virtual character is located in front of the first virtual character in the game virtual environment.

[0168] In an alternative embodiment, the preset conditions are preset distance conditions or preset character attribute conditions.

[0169] In an alternative embodiment, the team standing position strategy is an attack team standing position strategy; the obtaining unit 701 is specifically configured to, when determining that the target object is the target attack target, determine the character attribute corresponding to the second virtual character. Determine the attack team standing position strategy for the target attack target according to the character attribute corresponding to the second virtual character.

[0170] In an alternative embodiment, the display unit 703 is further configured to display the team standing position method in a pop-up window, where the display content of the pop-up window includes multiple virtual standing positions.

[0171] The sending unit 705 is specifically configured to send a pop-up window to the game display interface corresponding to each second virtual character.

[0172] In an alternative embodiment, the receiving unit 704 is specifically configured to receive the selection operations of each second virtual character for multiple virtual positions.

[0173] The determining unit 702 is specifically configured to determine the position corresponding to each second virtual character according to the selection operation. According to the position corresponding to each second virtual character, determine the display position of each second virtual character in the game virtual environment. In the game virtual environment, move each second virtual character to the display position.

[0174] In an alternative embodiment, the receiving unit 704 is further configured to, after receiving the selection operation for the target virtual position among the multiple virtual positions, determine that the target virtual position in the pop-up window is in a non-selectable state.

[0175] In an alternative embodiment, the receiving unit 704 is further configured to receive the rejection operations of each second virtual character for the pop-up window.

[0176] The determining unit 702 is further configured to control the display positions of each second virtual character in the game virtual environment to remain unchanged.

[0177] For the technical solution provided in the embodiments of the present application, when the server detects a trigger event, it is necessary to obtain the team position strategy corresponding to the trigger event, and then determine the team position method based on the team position strategy. The team position method is used to indicate the target recommended positions of the players' teammates. Then the recommendation unit recommends the team position method to other players. Finally, the determining unit determines the display positions of the virtual characters controlled by each player in the game virtual environment according to the selection operations of other players for the team position method. Thus, the team position of the entire team is completed. In this way, each player can conduct group battles according to the team position, which can avoid the problem that the team position cannot be achieved due to poor communication among players. At the same time, the team battle position method recommended by the server can provide more strategic deployment reference information for players, thereby greatly improving the game experience.

[0178] It should be noted that the information interaction, execution process, etc. among the modules / units in the device are based on the same concept as the corresponding method embodiments in the present application. Figures 1 to 6 For the specific content, reference can be made to the descriptions in the method embodiments shown above in the present application, and details will not be repeated here.

[0179] Next, a server provided in the embodiments of the present application will be introduced. Please refer to Figure 8 , Figure 8This is a schematic structural diagram of a server provided by an embodiment of the present application. The server 800 can specifically be embodied as a virtual reality (VR) device, a mobile phone, a tablet, a laptop computer, a smart wearable device, a monitoring data processing device, or a radar data processing device, etc., which is not limited herein. Among them, a Figure 7 game server described in the corresponding embodiment can be deployed on the server 800 to implement Figure 1 the functions in the corresponding embodiment. Specifically, the server 800 includes: a receiver 801, a transmitter 802, a processor 803, and a memory 804 (where the number of processors 803 in the execution device 800 can be one or more, Figure 8 taking one processor as an example). Among them, the processor 803 can include an application processor 8031 and a communication processor 8032. In some embodiments of the present application, the receiver 801, the transmitter 802, the processor 803, and the memory 804 can be connected through a bus or other means.

[0180] The memory 804 can include a read-only memory and a random access memory, and provide instructions and data to the processor 803. A part of the memory 804 can also include a non-volatile random access memory (NVRAM). The memory 804 stores processor and operation instructions, executable modules, or data structures, or subsets thereof, or extended sets thereof. Among them, the operation instructions can include various operation instructions for implementing various operations.

[0181] The processor 803 controls the operation of the execution device. In a specific application, the various components of the execution device are coupled together through a bus system. Among them, the bus system can include a power bus, a control bus, a status signal bus, etc. in addition to a data bus. However, for the sake of clarity, all kinds of buses are referred to as the bus system in the figure.

[0182] The method disclosed in the embodiments of the present application can be applied to or implemented by the processor 803. The processor 803 can be an integrated circuit chip with signal processing capabilities. In the implementation process, the steps of the above method can be completed by the integrated logic circuit in hardware or instructions in software form in the processor 803. The above-mentioned processor 803 can be a general-purpose processor, a digital signal processor (DSP), a microprocessor or a microcontroller, and can further include an application specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. The processor 803 can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present application. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present application can be directly embodied as being executed and completed by a hardware decoding processor, or executed and completed by a combination of hardware and software modules in the decoding processor. The software module can be located in a mature storage medium in the art such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory or an electrically erasable programmable memory, a register, etc. This storage medium is located in the memory 804, and the processor 803 reads the information in the memory 804 and combines its hardware to complete the steps of the above method.

[0183] The receiver 801 can be used to receive input digital or character information, and generate signal inputs related to the relevant settings and function controls of the execution device. The transmitter 802 can be used to output digital or character information through the first interface; the transmitter 802 can also be used to send instructions to the disk group through the first interface to modify the data in the disk group; the transmitter 802 can also include a display device such as a display screen.

[0184] In the embodiments of the present application, the application processor 8031 in the processor 803 is used to execute Figure 1 the recommended method for the team positions based on the game virtual environment in the corresponding embodiments. It should be noted that the specific manner in which the application processor 8031 executes each step is based on the same concept as the corresponding method embodiments in the present application Figure 1 and the technical effects brought by it are the same as those of the corresponding method embodiments in the present application Figure 1 The specific content can be referred to the description in the method embodiments shown above in the present application and will not be elaborated here.

[0185] An embodiment of the present application provides a computer-readable storage medium, which includes computer instructions that, when executed by a processor, are used to implement the technical solution of any one of the recommended methods for team positions based on a game virtual environment in the embodiments of the present application.

[0186] An embodiment of the present application also provides a computer program product that, when running on a computer, causes the computer to execute the steps in the method described in the foregoing Figures 1 to 6 embodiment shown.

[0187] The server provided by the embodiment of the present application may specifically be a chip, which includes a processing unit and a communication unit. The processing unit may be a processor, for example, and the communication unit may be an input / output interface, a pin, a circuit, or the like. The processing unit can execute the computer execution instructions stored in the storage unit to cause the chip to execute the method described in the foregoing Figures 1 to 6 embodiment shown. Optionally, the storage unit is a storage unit inside the chip, such as a register, a cache, etc. The storage unit may also be a storage unit outside the chip in a wireless access device, such as a read-only memory (ROM) or other types of static storage devices that can store static information and instructions, a random access memory (RAM), etc.

[0188] Although the present application is disclosed above with preferred embodiments, it is not intended to limit the present application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the protection scope of the present application should be subject to the scope defined by the claims of the present application.

Claims

1. A method for recommending team positions based on a game virtual environment, characterized in that, The recommended method includes: When the server detects a trigger event corresponding to the first virtual character, the server obtains the team standing strategy corresponding to the trigger event; The server determines the team standing manner according to the team standing strategy; the team standing manner is used to indicate the target positions of at least one second virtual character in the game virtual environment; the first virtual character and the at least one second virtual character belong to the same team; The server displays the team standing manner on the game interface corresponding to each second virtual character; The server receives the selection operations of each second virtual character for multiple standings included in the team standing manner; The server determines the display positions of each second virtual character in the game virtual environment according to the selection operations, and moves each second virtual character to the corresponding display position, and displays the second virtual character at the display position to complete the team standing; When the trigger event is a first trigger event, it further includes: The server displays a standing control on the game display interface corresponding to the first virtual character; When the server receives a user operation on the standing control, the server determines that the first trigger event is detected; When the server detects a trigger event corresponding to the first virtual character, the server obtains the team standing strategy corresponding to the trigger event, including: When the server detects the first trigger event, the server determines a target object according to the user operation; The server determines the team standing strategy according to the target object; wherein, the target positions of the second virtual characters in the game virtual environment are related to the display positions of the target object in the game virtual environment.

2. The method according to claim 1, characterized in that The server displays a standing control on the game display interface corresponding to the first virtual character, including: The server obtains the state characteristic value corresponding to the first virtual character; When the state characteristic value is lower than a preset threshold, the server displays the standing control on the game display interface corresponding to the first virtual character.

3. The method according to claim 1, characterized in that, The server displays a standing control on the game display interface corresponding to the first virtual character, including: The server monitors the attack operation event corresponding to the first virtual character; When the attack object corresponding to the attack operation event is a target attack object, the server displays the standing control on the game display interface corresponding to the first virtual character.

4. The method according to claim 1, wherein When the trigger event is a second trigger event, the method further includes: The server determines the game start time corresponding to the game virtual environment; When the game start time exceeds a time threshold, the server determines that the second trigger event is detected.

5. The method according to claim 4, wherein When the server detects a trigger event corresponding to the first virtual character, the server obtains the team standing strategy corresponding to the trigger event, including: When the server detects the second trigger event, the server determines a target object according to the user operation; The server determines the team standing strategy based on the target object; wherein, the target position of the second virtual character in the game virtual environment is related to the display position of the target object in the game virtual environment.

6. The method according to claim 5, characterized in that, The team standing strategy is a protective team standing strategy; The server determines the team standing strategy based on the target object, including: When the server determines that the target object is the first virtual character, the server determines the protective team standing strategy for the first virtual character; Wherein, the protective team standing strategy is used to indicate that the second virtual character is located outside the first virtual character in the game virtual environment.

7. The method according to claim 6, wherein The server determines the protective team standing strategy for the first virtual character, including: The server determines the target virtual character among the second virtual characters according to a preset condition; The server determines the protective team standing strategy according to the target virtual character, wherein the protective team standing strategy is used to indicate that the target virtual character is located in front of the first virtual character in the game virtual environment.

8. The method according to claim 7, wherein The preset condition is a preset distance condition or a preset character attribute condition.

9. The method according to claim 5, wherein The team standing strategy is an offensive team standing strategy; The server determines the team standing strategy based on the target object, including: When the server determines that the target object is a target attack object, the server determines the character attribute corresponding to the second virtual character; The server determines the offensive team standing strategy for the target attack object according to the character attribute corresponding to the second virtual character.

10. The method according to any one of claims 1 to 9, characterized in that The server displays the team standing manner on the game interface corresponding to each second virtual character, including: The server displays the team standing manner in a pop-up window; wherein, the display content of the pop-up window includes multiple virtual standings; The server displays the pop-up window in the game display interface corresponding to each second virtual character.

11. The method according to claim 10, wherein The server receives the selection operation of each second virtual character for the multiple standings included in the team standing manner, including: The server receives the selection operation of each second virtual character for the multiple virtual standings; The server determines the display position of each second virtual character in the game virtual environment according to the selection operation, including: The server determines the standing position corresponding to each second virtual character according to the selection operation; The server determines the display position of each second virtual character in the game virtual environment according to the standing position corresponding to each second virtual character.

12. The method according to claim 11, wherein The method further includes: After the server receives the selection operation for the target virtual standing among the multiple virtual standings, the server displays the target virtual standing as an unavailable state in the pop-up window.

13. The method according to claim 10, wherein The method further includes: The server receives the rejection operation of each second virtual character for the pop-up window; The server controls the display positions of each second virtual character to remain unchanged in the game virtual environment.

14. A game server, characterized in that, The game server includes: An acquisition unit, configured to acquire the team standing strategy corresponding to the trigger event when the game server monitors a trigger event corresponding to a first virtual character; A determination unit, configured to determine the team standing manner according to the team standing strategy; the team standing manner is used to indicate the target positions of at least one second virtual character in the game virtual environment; the first virtual character and the at least one second virtual character belong to the same team; A display unit, configured to display the team standing manner on the game interfaces corresponding to each second virtual character; A receiving unit, configured to receive the selection operations of each second virtual character for a plurality of standing positions included in the team standing manner; The determination unit is further configured to determine the display positions of each second virtual character in the game virtual environment according to the selection operations, and move each second virtual character to the corresponding display positions respectively, and display the second virtual character at the display positions to complete the team standing; The display unit is further configured to display the second virtual character at the display positions; When the trigger event is a first trigger event, it further includes: The game server displays a standing position control on the game display interface corresponding to the first virtual character; When the game server receives a user operation on the standing position control, the game server determines that the first trigger event is monitored; When the game server monitors a trigger event corresponding to a first virtual character, acquiring the team standing strategy corresponding to the trigger event includes: When the server monitors the first trigger event, the server determines a target object according to the user operation; The game server determines the team standing strategy according to the target object; wherein, the target positions of the second virtual characters in the game virtual environment are related to the display positions of the target object in the game virtual environment.

15. A game server, characterized in that, It includes: A memory and a processor, the memory and the processor are coupled; The memory is used to store one or more computer instructions; The processor is used to execute the one or more computer instructions to implement the recommendation method for team standing based on a game virtual environment according to any one of the technical solutions in claims 1-13.

16. A computer-readable storage medium having one or more computer instructions stored thereon, characterized in that, The instruction is executed by the processor to implement the recommendation method for team standing based on a game virtual environment according to any one of the technical solutions in claims 1-13.

Citation Information

Patent Citations

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