Method, device and product for controlling a group of virtual objects in a virtual scene
By receiving combat control operations in a virtual scene, the system controls virtual object groups to cooperate in combat according to target formations and combat methods, solving the problem of the single control method for virtual object groups and improving the efficiency of human-computer interaction.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- BOOMING TECH (HANGZHOU) CO LTD
- Filing Date
- 2022-10-31
- Publication Date
- 2026-06-05
Smart Images

Figure CN115645916B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of human-computer interaction, and in particular to a method, device and product for controlling a group of virtual objects in a virtual scene. Background Technology
[0002] In applications that support virtual scenarios, such as tactical competitive games, players can control not only a single virtual object (i.e., a virtual character) in battle, but also multiple virtual objects simultaneously.
[0003] In related technologies, players can control virtual objects to form different formations to move in a virtual scene or fight against other virtual objects.
[0004] However, this method of controlling virtual object groups is relatively simple and has low human-computer interaction efficiency. Summary of the Invention
[0005] This application provides a method, apparatus, and product for controlling virtual object groups in a virtual scene, which enriches the control methods for virtual object groups and improves human-computer interaction efficiency. The technical solution is as follows:
[0006] On the one hand, a method for controlling a group of virtual objects in a virtual scene is provided, the method comprising:
[0007] Displays a group of virtual objects in a virtual scene. The group of virtual objects includes multiple virtual object groups. Each virtual object group is a group of multiple virtual objects of the same type. Different types of virtual objects correspond to different virtual combat methods in the virtual scene.
[0008] Receive a battle control operation on the virtual object group, the battle control operation being used to instruct multiple virtual object groups in the virtual object group to cooperate in combat in a target formation, the target formation being used to indicate the arrangement position of the multiple virtual object groups in the virtual object group;
[0009] In response to the battle control operation, an attack animation is displayed showing multiple member virtual objects in the multiple virtual object groups attacking the enemy virtual object in the target formation and their respective corresponding virtual battle modes.
[0010] On the other hand, a control device for a group of virtual objects in a virtual scene is provided, the device comprising:
[0011] The display module is used to display a group of virtual objects in a virtual scene. The group of virtual objects includes multiple virtual object groups, wherein each virtual object group is a group of multiple virtual objects of the same type. Different types of virtual objects correspond to different virtual combat methods in the virtual scene.
[0012] A receiving module is used to receive battle control operations on the virtual object group, the battle control operations being used to instruct multiple virtual object groups in the virtual object group to cooperate in battle in a target formation, the target formation being used to indicate the arrangement position of the multiple virtual object groups in the virtual object group;
[0013] The display module is also used to respond to the battle control operation by displaying an attack animation of multiple member virtual objects in the multiple virtual object groups attacking the enemy virtual object in the target formation and their respective corresponding virtual battle modes.
[0014] On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one instruction, at least one program, code set or instruction set, the at least one instruction, the at least one program, the code set or instruction set being loaded and executed by the processor to implement a control method for a group of virtual objects in a virtual scene as described in any of the above embodiments.
[0015] On the other hand, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, code set, or instruction set is stored therein, wherein the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement a control method for a group of virtual objects in a virtual scene as described in any of the above embodiments.
[0016] On the other hand, a computer program product or computer program is provided, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the control method for a group of virtual objects in a virtual scene as described in any of the above embodiments.
[0017] The beneficial effects of the technical solutions provided in this application include at least the following:
[0018] By receiving combat control operations on a virtual object group, players can control multiple virtual object groups within the group to cooperate in combat using target formations and their respective corresponding virtual combat modes, and display corresponding attack animations of attacking enemy virtual objects. On the one hand, since the virtual object group includes two or more virtual object groups of different types, the number of target formations and virtual combat modes is increased, thus enriching the player's control methods when controlling the virtual object group in combat. On the other hand, since the combat control operation can control the virtual object group simultaneously, that is, two or more virtual object groups of different types, the player's control efficiency of the virtual object group during game matches is improved. Attached Figure Description
[0019] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0020] Figure 1 This is a structural block diagram of a terminal provided in an exemplary embodiment of this application;
[0021] Figure 2 This is a schematic diagram of an implementation environment provided by an exemplary embodiment of this application;
[0022] Figure 3 This is a flowchart of a control method for a virtual object group in a virtual scene provided in an exemplary embodiment of this application;
[0023] Figure 4 This is a schematic diagram of the interface display of a three-segment array provided in an exemplary embodiment of this application;
[0024] Figure 5 This is a schematic diagram of the interface display of a wedge array provided in an exemplary embodiment of this application;
[0025] Figure 6 This is a schematic diagram of the arrangement position provided in an exemplary embodiment of this application;
[0026] Figure 7 This is a flowchart of a method for controlling a group of virtual objects in a virtual scene, provided in another exemplary embodiment of this application;
[0027] Figure 8 This is a schematic diagram of the interface display of the first virtual object group provided in another exemplary embodiment of this application;
[0028] Figure 9This is a flowchart of a method for controlling a group of virtual objects in a virtual scene, provided in another exemplary embodiment of this application;
[0029] Figure 10 This is a schematic diagram of the interface display of a virtual knight object provided in an exemplary embodiment of this application;
[0030] Figure 11 This is a schematic diagram of the interface display of a second virtual object group provided in an exemplary embodiment of this application;
[0031] Figure 12 This is a schematic diagram of the interface display of another second virtual object group provided in an exemplary embodiment of this application;
[0032] Figure 13 This is a schematic diagram of the interface display of another second virtual object group provided in an exemplary embodiment of this application;
[0033] Figure 14 This is a structural block diagram of a control device for a virtual object group in a virtual scene provided in an exemplary embodiment of this application;
[0034] Figure 15 This is a structural block diagram of a control device for a virtual object group in a virtual scene provided in another exemplary embodiment of this application;
[0035] Figure 16 This is a terminal structure block diagram provided in an exemplary embodiment of this application. Detailed Implementation
[0036] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments in this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0037] In this application, the terms "first" and "second" are used to distinguish between identical or similar items that have essentially the same function. It should be understood that there is no logical or temporal dependency between "first" and "second", nor is there any limitation on the quantity or execution order.
[0038] First, a brief introduction to the terms used in the embodiments of this application will be given.
[0039] Virtual Object: Refers to an active virtual character in a virtual scene. This active object can be a virtual person, virtual animal, anime character, etc. The virtual object is a virtual avatar representing the user within the virtual scene. The virtual scene includes multiple virtual objects, each with its own shape and volume, occupying a portion of the virtual scene's space. Optionally, the virtual object can be a character controlled by operation on a client, or artificial intelligence (AI) trained and set in the virtual environment, or a non-player character (NPC) set in the virtual scene. Optionally, the virtual object can be a virtual character competing in the virtual scene. Optionally, the number of virtual objects in the virtual scene is preset or dynamically determined based on the number of clients joining the virtual scene; this application embodiment does not limit this.
[0040] Virtual props refer to items usable by virtual objects in a virtual scene. Taking shooting games as an example, shooting games include throwable props, as well as shooting props such as virtual launchers and virtual projectiles. The virtual projectile is the object fired when the virtual launcher performs a firing operation. Throwable and shooting props can damage the virtual objects they hit. There are also skill props such as virtual chips, which can grant corresponding operational permissions to equipped virtual objects. Virtual props can also assist virtual objects in achieving certain purposes; for example, virtual smoke grenades can help virtual objects conceal their shape. It should be noted that the embodiments of this application do not limit the type of virtual props.
[0041] Tactical competitive games refer to games in which at least two virtual objects compete in a single-game battle within a virtual environment. Virtual objects survive in the virtual environment by avoiding attacks from other virtual objects and dangers present (such as poison gas circles, swamps, etc.). When a virtual object's life points in the virtual environment reach zero, its life ends, and the last surviving virtual object wins. Optionally, the battle begins when the first client joins and ends when the last client leaves. Each client can control one or more virtual objects in the virtual environment. Optionally, the competitive mode can include single-player mode, two-player team mode, or multiplayer large-scale mode; this application embodiment does not limit the battle mode.
[0042] Virtual Object Group: This refers to a group created by players using virtual objects within a virtual environment, also known as a virtual legion. Each group includes at least one member virtual object. The member virtual object that creates the group is the legion leader, responsible for managing the group's affairs and organizing battles between the group and other groups in the virtual environment. The game features legion missions that require the cooperation of the member virtual objects within the legion to complete. Upon completion of a legion mission, the virtual legion receives a legion reward, and each member virtual object within the legion also receives a reward. The legion can expand its size by leveling up and recruiting more members.
[0043] In applications that support virtual environments, such as tactical competitive games, players can control not only a single virtual object (i.e., a virtual character) in combat, but also multiple virtual objects simultaneously. In related technologies, players can control groups of virtual objects to form different formations and move them within the virtual environment or engage in combat with other virtual objects. However, this method of controlling groups of virtual objects is relatively simplistic and has low human-computer interaction efficiency.
[0044] The method for controlling virtual objects in a virtual scene provided in this application embodiment can display a group of virtual objects in a virtual scene, and the group of virtual objects includes multiple virtual object groups; by receiving combat control operations on the virtual object group, the method controls multiple virtual object groups in the virtual object group to cooperate in combat according to a target formation and their respective corresponding virtual combat modes, and displays corresponding attack animations of attacking enemy virtual objects. The method for controlling virtual object groups in a virtual scene obtained in this application embodiment can be applied to various game scenarios such as mobile game scenarios and PC game scenarios, and this application embodiment does not limit it.
[0045] Figure 1 A structural block diagram of an electronic device provided in an exemplary embodiment of this application is shown. The electronic device 100 includes an operating system 120 and an application program 122.
[0046] Operating system 120 is the foundational software that provides application 122 with secure access to computer hardware.
[0047] Application 122 is an application that supports a virtual environment. Optionally, application 122 is an application that supports a three-dimensional virtual environment. Application 122 can be any of the following: virtual reality application, three-dimensional map application, auto chess game, puzzle game, third-person shooter (TPS) game, first-person shooter (FPS) game, multiplayer online battle arena (MOBA) game, or multiplayer shooting survival game. Application 122 can be a standalone application, such as a standalone three-dimensional game application, or an online multiplayer application.
[0048] Secondly, the implementation environment involved in the embodiments of this application will be described, for illustrative purposes only. Please refer to [the relevant documentation]. Figure 2 The implementation environment involves a terminal 210, a server 220, and a communication network 230, wherein the terminal 210 and the server 220 are connected through the communication network 230.
[0049] Terminal 210 supports displaying various interfaces in the target application. Illustratively, terminal 210 displays a virtual scene through the target application, where the virtual scene includes virtual object groups, virtual props, etc.; the virtual object groups displayed in the virtual scene include multiple virtual object groups, each virtual object group consisting of multiple member virtual objects of the same type, different candidate virtual object groups corresponding to different types of virtual objects, and different types of virtual objects corresponding to different virtual combat methods in the virtual scene.
[0050] After receiving a battle control operation for a group of virtual objects, terminal 210 sends the corresponding control command and the current display information of the virtual object group (e.g., the number and type of multiple virtual object groups) to server 220. After receiving the control command and display information, server 220 controls multiple virtual object groups in the virtual object group to cooperate in combat according to the control command and display information, using the target formation and their respective virtual battle modes, thereby attacking enemy virtual objects; and feeds back the attack animation of attacking enemy virtual objects to terminal 210, which then displays the attack animation.
[0051] It is worth noting that the aforementioned terminals include, but are not limited to, mobile terminals such as mobile phones, tablets, portable laptops, smart voice interaction devices, smart home appliances, and in-vehicle terminals, and can also be desktop computers, etc.; the aforementioned servers can be independent physical servers, server clusters or distributed systems composed of multiple physical servers, or cloud servers that provide basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.
[0052] Cloud technology refers to a managed technology that unifies a series of resources such as hardware, applications, and networks within a wide area network or local area network to achieve data computing, storage, processing, and sharing.
[0053] In some alternative embodiments, the server described above can also be implemented as a node in a blockchain system.
[0054] It should be noted that this application may display prompt interfaces, pop-ups, or output voice prompts before and during the collection of user data. These prompt interfaces, pop-ups, or voice prompts are used to inform the user that their data is being collected. This ensures that the application only begins the steps for collecting user data after receiving confirmation from the user regarding the prompt interface or pop-up; otherwise (i.e., without user confirmation), the steps for collecting user data end, meaning no user data is collected. In other words, all user data collected in this application is collected with the user's consent and authorization, and the collection, use, and processing of related user data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.
[0055] Based on the above introduction and implementation environment, the control method for virtual object groups in the virtual scene provided in this application embodiment will be described. Please refer to [link / reference]. Figure 3 It illustrates a flowchart of a control method for a group of virtual objects in a virtual scene provided in an exemplary embodiment of this application, so that the method is applied to, for example Figure 2 The following explanation uses the terminal shown as an example. Figure 3 As shown, the method includes:
[0056] Step 301: Display the group of virtual objects in the virtual scene.
[0057] The virtual object group includes multiple virtual object groups. Each virtual object group is a group of multiple virtual objects of the same type. Different types of virtual objects correspond to different virtual combat methods in the virtual scene.
[0058] In this context, a virtual scene refers to a virtual scene displayed (or provided) by an application (e.g., a tactical competitive application) when it runs on a terminal. This virtual scene can be a semi-simulated, semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit the specific type.
[0059] Optionally, the virtual object type is used to indicate the type of virtual object for a group member. Illustratively, a virtual object group includes virtual objects of the same type for group members, and the virtual object type is determined based on the type of virtual object for each group member. For example, if a virtual object group is implemented as a virtual swordsman object group, then the virtual objects for group members are virtual swordsmen objects; or, if a virtual object group is implemented as a virtual longsword user object group, then the virtual objects for group members are virtual longsword users objects; or, if a virtual object group is implemented as a virtual hunting dog object group, then the virtual objects for group members are virtual hunting dogs objects, etc. These are merely illustrative examples, and the embodiments of this application do not limit this scope.
[0060] Optionally, a virtual object group is a group of objects composed of multiple virtual object sets of different types. Illustratively, a virtual object group may include a virtual swordsman object set, a virtual longsword user object set, and a virtual spearman object set.
[0061] Optionally, the virtual combat mode of virtual objects refers to the way in which virtual objects inflict damage on enemy virtual objects. The virtual combat mode consists of the items equipped by the virtual object and the virtual object's skills. For example, if a virtual object is implemented as a virtual infantry object equipped with a virtual sword and a virtual shield, it can inflict damage on enemy virtual objects within a certain range by slashing or other actions while charging with the virtual sword, and defend against damage from enemy virtual objects using the virtual shield. Simultaneously, the virtual infantry object possesses passively triggered skills, such as: when its health is below a threshold, the damage dealt to enemy virtual objects by the virtual sword increases; or, when the casualty rate of member virtual objects in a virtual object group exceeds a preset percentage, the damage dealt to enemy virtual objects by the virtual sword increases.
[0062] Optionally, the display method of the virtual object group includes at least one of the following:
[0063] 1. Select a virtual object group from multiple candidate virtual object groups.
[0064] Optionally, a selection configuration interface is displayed, which includes multiple candidate virtual object groups; in response to receiving a selection operation on a virtual object group among the candidate virtual object groups, the virtual object group in the virtual scene is displayed.
[0065] Indicatively, in the game, before the start of a match or during the match (e.g., when all the initially selected virtual object groups are eliminated, the player needs to reselect virtual object groups to fight), a virtual object group selection interface is displayed on the game screen. This selection interface includes multiple candidate virtual object groups for the player to choose from. The player can select one of the candidate virtual object groups as the target virtual object group, that is, the virtual object group in the virtual scene.
[0066] 2. Combine at least two virtual object groups from multiple candidate virtual object groups to obtain a virtual object group.
[0067] Optionally, a combined configuration interface is displayed, which includes multiple candidate virtual object groups; in response to receiving a selection operation on at least two virtual object groups among the multiple candidate virtual object groups, a group of virtual objects in the virtual scene is displayed.
[0068] In a schematic way, before or during a game, a configuration interface for combining virtual object groups is displayed on the game screen. This configuration interface includes multiple candidate virtual object groups for players to choose from. Players can select at least two candidate virtual object groups to combine into a target virtual object group, that is, a virtual object group in a virtual scene.
[0069] Optionally, candidate virtual object groups have corresponding combination configuration permissions and combination configuration ranges. The combination configuration permissions indicate that candidate virtual object groups can be combined (that is, they can form virtual object groups with other candidate virtual object groups; candidate virtual object groups without combination configuration permissions cannot form virtual object groups). The combination configuration range indicates other specified candidate virtual object groups that can be combined with candidate virtual object groups to form virtual object groups. Schematic, the combination configuration interface includes: virtual object group 1, virtual object group 2, virtual object group 3, and virtual object group 4. When virtual object group 1 is selected, if virtual object group 1 has combination configuration permissions, then the virtual object groups that can be combined with it will be displayed as virtual object group 2 and virtual object group 3. The remaining virtual object group 4 cannot be combined with virtual object group 1.
[0070] Optionally, in the combination configuration interface, the number of member virtual objects in the selected virtual object group can also be configured.
[0071] 3. The first virtual object group controlled by the current terminal is combined with the second virtual object group controlled by other terminals. Obtain virtual object group .
[0072] Optionally, the first virtual object group and the second virtual object group are of different types.
[0073] Optionally, a virtual object group combination request is received, which requests to combine the first virtual object group controlled by the current terminal with the second virtual object group controlled by other terminals to obtain a virtual object group; in response to receiving a combination instruction, the virtual object group in the virtual scene is displayed, wherein the combination instruction is used to instruct other terminals to agree to the above virtual object group combination request.
[0074] Indicatively, during the progress of a target match, if the player's main virtual object (i.e., the virtual character representing the player) is eliminated or the number of virtual objects controlled by the player is less than a threshold, making it impossible to form the target formation, the player can initiate a combination request to teammates. That is, request to combine with the virtual object group controlled by teammates to form a virtual object group. If other players agree to the request, a virtual object group will be formed and displayed in the virtual scene.
[0075] Step 302: Receive battle control operations for the virtual object group.
[0076] The battle control operation is used to instruct multiple virtual object groups in the virtual object group to cooperate in combat according to the target formation. The target formation is used to indicate the arrangement position of multiple virtual object groups in the virtual object group.
[0077] Optionally, the method for determining the target formation includes one of the following:
[0078] Method 1: Determine the target formation by receiving the formation configuration operation.
[0079] Optionally, a formation configuration operation is received, which is used to configure the arrangement position of multiple virtual object groups in a virtual object group to obtain the target formation.
[0080] The formation configuration operation can be performed either outside of a virtual match or within a virtual match.
[0081] As an illustration, before starting a target match, players can combine multiple virtual object groups on the formation configuration interface to obtain the target formation. When the player enters the target match, the virtual object group will be displayed on the game interface with the target formation. Alternatively, the formation configuration interface displays system-recommended candidate formations, which players can select to determine the target formation.
[0082] Alternatively, when a player enters a target match, the virtual object group will be displayed on the game interface with either a default formation or a pre-configured target formation. The player can switch the target formation based on the real-time situation of the match. This switching operation can be implemented in at least one of the following ways:
[0083] (1) The target game interface displays at least two formation icons recommended by the system. By receiving the selection operation of the target switching icon among the at least two formation icons, the formation of the virtual object group is switched.
[0084] Indicatively, the virtual object group consists of virtual swordsman object group, virtual longsword hand object group, and virtual spearman object group. The system recommends the following formations for this virtual object group: three-section formation and wedge formation.
[0085] This is illustrative; please refer to it. Figure 4 , Figure 4 The diagram illustrates an interface where virtual objects are arranged in a three-tiered formation. In interface 400, the virtual objects are arranged in a rectangular pattern, with the first row consisting of virtual swordsmen, the second row of virtual longsword users, and the third row of virtual spearmen. Optionally, the three rows of virtual objects in the three-tiered formation can simultaneously attack enemy virtual objects, and their different equipment and items can produce different attack effects. For example, a virtual swordsman can use a virtual shield to throw an enemy virtual object off balance, a virtual longsword user can use a virtual longsword to attack multiple enemy virtual objects, and a virtual spearman can inflict more damage on a hit enemy virtual object from the group of virtual objects.
[0086] This is illustrative; please refer to it. Figure 5 , Figure 5 The diagram illustrates an interface where the virtual object group is arranged in a wedge formation. In interface 500, the virtual object group is arranged in a triangle, with virtual spearman object groups positioned at the vertices and sides of the triangle facing the enemy virtual object 501. Optionally, when controlling the virtual object group to attack the enemy virtual object, this formation allows the member virtual spearman objects to prioritize attacking more enemy virtual objects. Since the virtual spearman objects can inflict more damage on the hit enemy virtual objects, this results in higher output for other virtual object groups.
[0087] Optionally, icons corresponding to the three-segment formation and the wedge formation can be displayed on the game interface, with a diagram of the corresponding formation arrangement shown on the icon. During the game, if the current virtual object group's formation is a three-segment formation, the icon corresponding to the three-segment formation can be highlighted; if it is necessary to switch the virtual object group's formation to a wedge formation, the operation can be triggered by receiving a click on the wedge formation icon; or, the operation can be triggered by receiving a click on a fixed key (e.g., F2 on the keyboard).
[0088] Optionally, during the game, the system-recommended formation will change according to the number and types of virtual objects in the virtual object group. For example, when the number of virtual objects in the virtual object group is less than 3, the wedge formation cannot be triggered; when the number of virtual objects in the virtual object group is less than 3, the three-section formation cannot be triggered.
[0089] (2) The target game interface can display the real-time formation of the virtual object group. By receiving the arrangement and combination operations of multiple virtual object groups in the virtual object group, the formation of the virtual object group can be switched.
[0090] Indicatively, a real-time formation interface is displayed on the target game interface. On this interface, the arrangement and quantity of multiple virtual object groups in the virtual object group are displayed by icons. Optionally, the types of multiple virtual object groups can be distinguished by color or shape (for example, a virtual swordsman object group can be represented by a virtual shield icon, and a virtual spearman object group can be represented by a virtual spear icon).
[0091] The formation of a group of virtual objects can be switched by receiving movement operations on icons in the real-time formation interface. Optionally, when moving icons, it can be a single icon or a group of icons (that is, a group of icons corresponding to multiple member virtual objects of the same type). Alternatively, a formation diagram can be drawn in the real-time formation interface, and the formation of the group of virtual objects can be switched by filling the drawn formation diagram with icons. Optionally, icons of the same color as the drawn area can be filled in the drawn area. For example, if a triangle is drawn with colored lines, and the two sides of the triangle are red, then the two sides of the triangle will be automatically filled with red icons corresponding to virtual spearmen objects. If the remaining side of the triangle is green, then the remaining side will be automatically filled with green icons corresponding to virtual swordsmen objects. If the inside of the triangle is blue, then the inside will be filled with blue icons corresponding to virtual longswordsmen objects.
[0092] (3) Switch the formation of the virtual object group by receiving a specified voice or gesture command on the target page.
[0093] Indicatively, the virtual object group corresponds to a formation switching voice command or formation switching gesture command. The formation of the virtual object group is switched to a wedge formation by receiving a voice command (e.g., the voice "switch to wedge formation"); or, the formation of the virtual object group is switched to a wedge formation by capturing the player's waving gesture through the camera.
[0094] Method 2: Rank multiple virtual object groups based on their combinations within the virtual object group. The target formation is obtained by tracing the columns.
[0095] Optionally, the method of obtaining the target formation based on the combination includes at least one of the following:
[0096] (1) Arrange multiple virtual object groups based on the types of multiple virtual object groups in the virtual object group to obtain the target formation.
[0097] For illustrative purposes, the virtual object group includes a first virtual object group and a second virtual object group, where the first and second virtual object groups are of different types. Different types of virtual object groups have different virtual items equipped and skills possessed by their member virtual objects. In other words, multiple virtual object groups can be arranged according to the virtual items equipped and skills possessed by the member virtual objects to obtain the target formation.
[0098] If multiple member virtual objects in the first virtual object group are of the type "virtual cavalry object" (illustrated), please refer to [reference needed]. Figure 6 Then, the virtual cavalry object group 601 will be positioned horizontally in front of the second virtual object group 602, that is, facing the enemy virtual object 603; if multiple member virtual objects in the first virtual object group are virtual spearman objects, such as Figure 6 As shown, the virtual spearman object group 604 is arranged on both sides of the second virtual object group 602, that is, on the left and right sides of the second virtual object group 602 that is not facing the hostile virtual object 603; if multiple member virtual objects in the first virtual object group are virtual crossbowmen, such as Figure 6 As shown, the virtual crossbowman object group 605 is arranged behind the second virtual object group 602, that is, behind the second virtual object group 602 that is not facing the hostile virtual object 603.
[0099] (2) Arrange multiple virtual object groups based on the number of virtual object groups in the virtual object group to obtain the target formation.
[0100] Optionally, based on the number of member virtual objects corresponding to the multiple virtual object groups in the virtual object group, a wedge array is displayed in the virtual scene where the member virtual objects corresponding to the multiple virtual object groups are arranged in a wedge-shaped manner; or, based on the number of member virtual objects corresponding to the multiple virtual object groups in the virtual object group, an array is displayed where the member virtual objects corresponding to the multiple virtual object groups cooperate with the master virtual object, for example, a ring array surrounding the master virtual object in a fully enclosed or semi-enclosed manner, where the master virtual object is a virtual object configured independently in the master object configuration interface.
[0101] To illustrate, if the difference between the number of virtual spearmen in the virtual object group and the total number of virtual objects of other types is greater than a threshold, a wedge formation with offensive capabilities can be formed; if the difference between the number of virtual swordsmen in the virtual object group and the total number of virtual objects of other types is greater than a threshold, a ring formation with defensive capabilities can be formed, that is, the virtual swordsmen surround the main virtual object in a fully or partially enclosed manner.
[0102] Method 3: Automatically determine the target formation based on the attribute values of the master virtual object.
[0103] Optionally, the target formation can be automatically determined based on the health value of the master virtual object. For example, when the health value of the master virtual object is less than 5 (the initial health value is 100), a formation to protect the master virtual object can be automatically formed.
[0104] Method 4: Determine the target formation based on the terrain in the virtual scene.
[0105] To illustrate, in a game, if you need to control a group of virtual objects to move through a narrow alley, you can control the group of virtual objects to form a target formation by arranging them in rows of two.
[0106] It should be noted that the above method for determining the target formation is merely an illustrative example, and the embodiments of this application do not limit it.
[0107] Alternatively, the battle control operation can be implemented in at least one of the following ways:
[0108] 1. The battle control operation can be implemented as an attack command against enemy virtual objects.
[0109] Optionally, an attack command to an adversary virtual object can be triggered by receiving a click operation on a specified key on the keyboard (e.g., the V key); or, an attack command to an adversary virtual object can be triggered by receiving a trigger operation on an attack control on the target game interface; or, an attack command to an adversary virtual object can be triggered by receiving a voice / gesture command.
[0110] 2. Battle control operations can be implemented as retreat commands for virtual object groups.
[0111] Optionally, a retreat command to an enemy virtual object can be triggered by receiving a click operation on a specified key on the keyboard; or, a retreat command to an enemy virtual object can be triggered by receiving a trigger operation on a retreat control on the target game interface; or, a retreat command to an enemy virtual object can be triggered by receiving a voice / gesture command.
[0112] 3. The combat control operation can be implemented as the triggering operation of skills corresponding to virtual object groups.
[0113] Indicatively, the target game interface displays icons for skills that can be used by the virtual object group. When the player triggers an icon (e.g., clicks the icon), the virtual object group will use the skill corresponding to that icon.
[0114] Alternatively, when preset conditions are met, the skills possessed by the virtual object group will be automatically triggered. For example, when the distance between a member virtual longsword user and an enemy virtual object in the virtual object group is less than a distance threshold, the attack speed of the member virtual longsword user and the damage value to the enemy virtual object will be increased.
[0115] 4. The battle control operation can be used to switch between items equipped by multiple virtual objects of team members.
[0116] To illustrate, the virtual object group includes a virtual cavalry object group and a virtual infantry object group. Currently, the virtual infantry object group is equipped with a virtual shield, and it is positioned in front of the virtual cavalry object group, facing the enemy virtual object. When a switching operation is received on the equipment of the virtual infantry object group, such as switching the virtual shield to a virtual bow and arrow, the arrangement of the virtual infantry object group is changed, that is, the virtual infantry object group is positioned behind the virtual cavalry object group, so that the virtual cavalry object group faces the enemy virtual object.
[0117] The examples of combat control operations described above are merely illustrative and are not intended to limit the scope of this application. Optionally, different combat control operations correspond to different target formations. For instance, when an attack command is received against an enemy virtual object, a wedge formation is used to control the virtual swordsman group, virtual longsword group, and virtual spearman group to attack the enemy virtual object; when a retreat command is received against an enemy virtual object, a circular formation is used to control the virtual swordsman group, virtual longsword group, and virtual spearman group to move away from the enemy virtual object.
[0118] Step 303: In response to the battle control operation, display an attack animation showing multiple member virtual objects in multiple virtual object groups attacking the enemy virtual object with the target formation and their respective corresponding virtual battle modes.
[0119] Optionally, the hostile virtual object is used to indicate a virtual object that is in a different camp from multiple member virtual objects. In the virtual scene, the camps corresponding to multiple member virtual objects fight against the camps corresponding to the hostile virtual object.
[0120] Optionally, different target formations and different virtual battle modes can produce different attack effects. Taking a virtual object group that includes a first virtual object group and a second virtual object group as an example, the resulting attack effects include at least one of the following:
[0121] 1. In the target formation, the arrangement and virtual battle mode of the first virtual object group can increase the attribute value of the second virtual object group.
[0122] Optionally, the aforementioned attribute values include at least one of the following: movement speed, attack value, defense value, etc., of the member virtual objects in the first virtual object group. This application embodiment does not limit this.
[0123] As an illustration, a combination of virtual cavalry objects equipped with virtual horses and virtual infantry objects can increase the movement speed of the virtual infantry objects in the group; or, the movement speed of both virtual cavalry objects and virtual infantry objects in the group can be increased simultaneously.
[0124] As an illustration, a combination of virtual swordsman objects equipped with virtual shields and virtual infantry objects can increase the defense value of the virtual infantry objects in the group; or, increase the health value of the virtual infantry objects in the group.
[0125] As an illustration, combining virtual swordsmen and virtual spearmen equipped with virtual shields increases the attack range and damage of the spearmen against enemy virtual targets. For example, a single spearman attack can deal 100 damage to enemy virtual targets within a 3-meter radius when fighting alone, and 130 damage to enemy virtual targets within a 4-meter radius when fighting alongside a swordsman.
[0126] Optionally, the increase in the attribute values differs depending on the level of the first or second virtual object group. Optionally, if the increase in attribute values is only related to the level of the first virtual object group, then the higher the level of the first virtual object group, the greater the increase in attribute values for the second virtual object group; if the increase in attribute values is only related to the level of the second virtual object group, then the higher the level of the second virtual object group, the greater the increase in attribute values for the second virtual object group; if the increase in attribute values is related to both the levels of the first and second virtual object groups, then, optionally, the increase in attribute values for the second virtual object group is determined based on a weighted sum of the levels of the first and second virtual object groups, then the higher the value of the weighted sum, the greater the increase in attribute values for the second virtual object group.
[0127] 2. In the target formation, the arrangement and virtual combat method of the first virtual object group can reduce the attack effect of enemy virtual objects on the second virtual object group.
[0128] Among them, the attack effect of the hostile virtual object on the second virtual object group refers to the attack range or attack value of the hostile virtual object on the second virtual object group.
[0129] Indicatively, a combination of virtual crossbowman objects and virtual cavalry objects equipped with virtual crossbows is shown. Member virtual crossbowman objects can use virtual crossbows to fire at enemy virtual objects, thereby suppressing the attacks of the enemy virtual objects and the second virtual object group, that is, reducing the attack range and attack value of the second virtual object group.
[0130] 3. In the target formation, in response to the first virtual object group hitting the enemy virtual object in the first combat mode, the second combat mode of the second virtual object group is buffed.
[0131] Among them, "buff" refers to increasing the attribute values (including attack value, defense value, movement speed, attack speed, etc.) of the virtual items corresponding to the second battle mode; or increasing the skill attribute values of the virtual objects corresponding to the members in the second virtual object group; or adding additional skills to the virtual objects of the members in the second virtual object group.
[0132] To illustrate, taking the increase in skill attribute values as an example, the first virtual object group can be implemented as a virtual hunter object group, and the second virtual object group can be implemented as a virtual hound object group. After a member hunter object equipped with a virtual bow and arrow hits a target enemy virtual object, if the target virtual object is not eliminated, the attack of the member hound object against that target enemy virtual object will be enhanced. That is, when the member hound object hits the target enemy virtual object, it will deal high damage to the target enemy virtual object. For example, the member hound object can deal 10 points of damage when it hits alone, and can deal 30 points of damage when it hits after being shot by the member hunter object.
[0133] 4. In the target formation, in response to the first virtual object group hitting the enemy virtual object in the first combat mode, the attack mode of the enemy virtual object is debuffed.
[0134] Among them, debuffs refer to reducing the attribute values (including attack value, defense value, movement speed, attack speed, etc.) of virtual items corresponding to hostile virtual objects; or reducing the skill attribute values corresponding to hostile virtual objects.
[0135] 5. In the target formation, based on the elimination rate of the first virtual object group, the second battle mode of the second virtual object group is enhanced.
[0136] To illustrate, let's take the first virtual object group as a virtual knight object group and the second virtual object group as a virtual servant object group as an example. When the elimination rate of the virtual knight objects in the virtual knight object group exceeds a threshold, the attack range and duration of a single attack by the virtual servant object group against hostile virtual objects can be increased. In other words, when the elimination rate of the virtual knight objects in the virtual knight object group reaches a threshold, the attack power of the virtual servant object group against hostile virtual objects will increase.
[0137] Optionally, different elimination rates correspond to different increases. For example, the higher the elimination rate, the farther the attack range of the virtual servant object group against the hostile virtual object and the longer the duration of a single attack.
[0138] 6. In response to the first and second virtual object groups being arranged in the target formation, the combat skills of the first and second virtual object groups are increased.
[0139] In other words, when the first virtual object group and the second virtual object group form different formations, the first virtual object group and the second virtual object group will generate different combination skills. These combination skills do not belong to the original skills of the first virtual object group, nor do they belong to the original skills of the second virtual object group.
[0140] It should be noted that the above examples of attack effects are merely illustrative and are not intended to limit the scope of this application. Furthermore, the above only illustrates the impact of the first virtual object group on the second virtual object group; obviously, the second virtual object group can also have the same impact on the first virtual object group. Moreover, when the number of virtual object groups in a virtual object group is greater than two, these virtual object groups will also produce the attack effects described above. For example, in a three-segment formation, the virtual swordsman object group will simultaneously increase the defense values of both the virtual longsword soldier object group and the virtual spearman object group.
[0141] Optionally, the attack animation is an animation displayed based on the attack effect. It is illustrative. When the hunter object's arrow hits the enemy virtual object, an animation of the arrow hitting the enemy virtual object will be displayed, and an identification information will be displayed on the hit enemy virtual object. This identification information is used to indicate that the enemy virtual object is in a hit state. Optionally, the hound object will prioritize attacking enemy virtual objects with this identification information.
[0142] Optionally, when a battle control operation is received, multiple virtual object groups in the virtual object group can simultaneously attack enemy virtual objects in their respective virtual battle modes.
[0143] Alternatively, multiple virtual objects within a virtual object group can attack enemy virtual objects at preset time intervals using their respective virtual combat modes. For example, assuming the virtual object group includes a virtual cavalry object group and a virtual infantry object group, upon receiving a combat control command, the virtual cavalry object group first attacks the enemy virtual object; 3 seconds later, the virtual infantry object group attacks the enemy virtual object.
[0144] Optionally, the virtual scene also displays a master virtual object corresponding to the group of virtual objects. This master virtual object is an independently configured virtual object in the master object configuration interface, and it represents the player's character. For illustrative purposes, the game includes a master object configuration interface used to independently configure the master virtual object controlled by the player. For example, players can switch the master virtual object's clothing, virtual items, and virtual mounts in the master object configuration interface.
[0145] Players can control the main virtual object and the group of virtual objects separately. When a first control operation is received on the main virtual object, the main virtual object will display the first action animation corresponding to the first control operation. When a second control operation is received on the group of virtual objects, the group of virtual objects will display the second action that cooperates with the main virtual object.
[0146] Indicatively, the first control operation is used to instruct the main virtual object to perform corresponding actions in the virtual scene.
[0147] For example: if the first control operation is used to control the master virtual object to perform an attack action in the virtual scene, then based on the first control operation, the master virtual object is controlled to perform an attack in the virtual scene; or, if the first control operation is used to control the master virtual object to run in the virtual scene, then based on the first control operation, the master virtual object is controlled to run in the virtual scene; or, if the first control operation is used to control the master virtual object to crawl in the virtual scene, then based on the first control operation, the master virtual object is controlled to crawl in the virtual scene, and so on.
[0148] Based on the received first control operation on the master virtual object, display the first action animation corresponding to the first control operation performed by the master virtual object in the virtual scene.
[0149] The first motion animation is used to demonstrate the motion form corresponding to the first control operation.
[0150] For example: if the first control operation is used to control the main virtual object to perform an attack action in the virtual scene, then the first action animation corresponding to the first control operation is implemented as an attack animation; or, if the first control operation is used to control the main virtual object to run in the virtual scene, then the first action animation corresponding to the first control operation is implemented as a running animation; or, if the first control operation is used to control the main virtual object to crawl forward in the virtual scene, then the first action animation corresponding to the first control operation is implemented as a crawling forward animation, etc.
[0151] Indicatively, the second control operation is used to instruct the control virtual object group to cooperate with the main control virtual object in performing actions within the virtual scene.
[0152] In an optional embodiment, in response to receiving a second control operation for a specified virtual object group, the member virtual objects in the specified virtual object group are controlled to enter a target cooperation mode.
[0153] Optionally, after displaying the main virtual object and the member virtual objects in the specified virtual object group in the virtual scene, the player can select the cooperation mode of the specified virtual object group, thereby selecting and controlling the virtual battle state of the specified virtual object group.
[0154] In an optional embodiment, a target mating mode is determined in response to receiving a trigger operation on the mating mode selection control.
[0155] Indicatively, multiple cooperation mode selection controls are displayed in the virtual scene. Different cooperation mode selection controls correspond to different cooperation modes. Based on the player's trigger operation on the cooperation mode selection control, the target cooperation mode for virtual battles of the virtual objects in the specified object group is determined.
[0156] Among them, the target cooperation mode is used to instruct the virtual objects of the team members to cooperate with the main virtual object in virtual battles.
[0157] In a schematic way, after the target cooperation mode is determined, the virtual objects of the team members move and attack in the virtual scene based on the target cooperation mode, thereby cooperating with the main virtual object to conduct virtual battles in the virtual scene.
[0158] For example, if the target cooperation mode is follow mode, then after determining the target cooperation mode, the member virtual objects in the specified virtual object group will follow the master virtual object in the virtual scene; or, if the target cooperation mode is hold mode, then after determining the target cooperation mode, the member virtual objects in the specified virtual object group will hold at a specified position in the virtual scene.
[0159] In an optional embodiment, in response to receiving a cooperation mode switching operation, the virtual objects of the members in the specified virtual object group are controlled to switch to the target cooperation mode.
[0160] Indicatively, when a member virtual object in a specified virtual object group is in a cooperative mode, upon receiving a cooperative mode switching operation, the member virtual objects in the specified virtual object group are controlled to switch to the target cooperative mode.
[0161] For example: When displaying member virtual objects in a specified virtual object group in a virtual scene, the member virtual objects are in the default cooperation mode (e.g., cooperation mode A). After the player triggers the cooperation mode control corresponding to cooperation mode B, the member virtual objects in the specified virtual object group are switched to cooperation mode B (i.e., the target cooperation mode). Alternatively, after controlling the member virtual objects in the specified virtual object group to enter cooperation mode A, if the player wants the member virtual objects to cooperate with the main virtual object in cooperation mode B, a cooperation mode switching operation is performed to switch the current cooperation mode A to cooperation mode B, thereby enabling the member virtual objects in the specified virtual object group to assist the main virtual object in cooperation mode B.
[0162] In an optional embodiment, the virtual object of the group member is displayed performing a second action animation in the virtual scene that corresponds to the target cooperation mode.
[0163] Indicatively, after a player selects a target cooperation mode, a second action animation is displayed. This second action animation demonstrates how the virtual objects of the team members perform actions corresponding to the target cooperation mode in the virtual scene.
[0164] Optionally, the second motion animation includes a motion animation performed by a member virtual object on an adversary virtual object that corresponds to the target's cooperation mode.
[0165] Enemy virtual objects are used to indicate virtual objects that are in a different camp from the master virtual object. In the virtual scene, the camp corresponding to the master virtual object and the camp corresponding to the enemy virtual object engage in virtual battles.
[0166] Optionally, virtual objects in a designated virtual object group that belong to the same faction as the main virtual object can assist the main virtual object in attacking enemy virtual objects during virtual battles.
[0167] After the member virtual objects in the designated virtual object group enter the target cooperation mode, the member virtual objects assist the master virtual object according to the target cooperation mode. For example, when the target cooperation mode is implemented as follow mode, the member virtual objects follow the master virtual object to generate a multi-attack effect on the enemy virtual objects; or, when the target cooperation mode is implemented as hold mode, the member virtual objects arrange themselves into a designated formation at a designated location according to the instructions of the master virtual object, and establish a defensive barrier through the designated formation to reduce the enemy virtual objects' desire to search for them, thereby effectively protecting the guarded area or the master virtual object indicated by the designated formation.
[0168] Indicatively, the preset area behind the virtual objects of team members in a specified formation is taken as the garrison area indicated by the specified formation; or, the preset area surrounded by the virtual objects of team members in a specified formation is taken as the garrison area indicated by the specified formation, etc.
[0169] Optionally, in the defense mode, the virtual objects of the members in the designated formation attack the enemy virtual objects based on the player's control; or, in response to the enemy virtual objects being within the preset attack range of the designated formation, the virtual objects are automatically attacked.
[0170] In a schematic example, in target cooperation mode, when a member's virtual object attacks an enemy virtual object, the attack on the enemy virtual object is based on the virtual combat mode corresponding to the member's virtual object.
[0171] For example, in target cooperation mode, when a team member's virtual object is a melee infantry type, when controlling the team member's virtual object to attack enemy virtual objects, the team member's virtual object attacks enemy virtual objects within a certain range on the virtual ground. For instance, it can use its own configured virtual spear to attack enemy virtual objects within a certain range, thus displaying an attack animation. Specifically, the virtual combat method for melee infantry type virtual objects is: using a virtual spear to attack enemy virtual objects within a certain range.
[0172] Alternatively, in target-cooperative mode, when a team member's virtual object is a cavalry-type virtual object, when controlling the team member's virtual object to attack an enemy virtual object, the team member's virtual object attacks the enemy virtual objects within a certain range from horseback. For example, the team member's virtual object can use its own configured virtual swords to attack enemy virtual objects within a certain range, thus displaying an attack animation of the team member's virtual object against the enemy virtual objects. The virtual combat method for cavalry-type virtual objects is: using virtual swords to attack enemy virtual objects, etc.
[0173] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.
[0174] In summary, the virtual object group control method provided in this application embodiment receives battle control operations on the virtual object group, controls multiple virtual object groups in the virtual object group to cooperate with the main virtual object in combat according to the target formation and their respective corresponding virtual combat modes, and displays the corresponding attack animations of attacking enemy virtual objects. On the one hand, since the virtual object group includes two or more virtual object groups of different types, the number of target formations and virtual combat modes are increased, thereby enriching the player's control methods when controlling the virtual object group in combat. On the other hand, since the battle control operation can control the virtual object group, that is, two or more virtual object groups of different types, at the same time, the control efficiency of the player's virtual object group when participating in the game is improved.
[0175] The method provided in this application provides at least two ways to determine the target formation. First, by receiving a formation configuration operation, the arrangement of multiple virtual object groups in the virtual object group is configured to obtain the target formation, which improves the configuration efficiency of the target formation. Second, the multiple virtual object groups are arranged based on the matching situation of multiple virtual object groups in the virtual object group to obtain the target formation. Since the matching situation of multiple virtual object groups is taken into account when determining the target formation, the attack efficiency of attacking enemy virtual objects based on the target formation is improved.
[0176] The method provided in this application embodiment displays a combination configuration interface and receives selection operations for at least two virtual object groups from multiple candidate virtual object groups, thereby realizing the combination configuration operation of virtual object groups. This provides players with a channel to independently construct virtual object groups, enhances the player's gaming experience, and further improves the efficiency of human-computer interaction.
[0177] In some optional embodiments, the virtual object group includes a virtual hunter object group and a virtual hound object group, wherein the virtual hunter object group includes multiple member hunter objects, and the virtual hound object group includes multiple member hound objects. Please refer to [reference needed]. Figure 7 It illustrates a flowchart of a control method for a group of virtual objects in a virtual scene provided in an exemplary embodiment of this application, so that the method is applied to, for example Figure 2 The following explanation uses the terminal shown as an example. Figure 7 As shown, the method includes:
[0178] Step 701: Display the first group of virtual objects in the virtual scene.
[0179] The first virtual object group mentioned above consists of a virtual hunter object group and a virtual hound object group.
[0180] Optionally, multiple member hunter objects in the virtual hunter object group are equipped with virtual bows and arrows, which can remotely damage hostile virtual objects. Each member hunter object is configured with one or more member hound objects, which can damage hostile virtual objects at close range by biting.
[0181] Step 702: Receive battle control operations for the first virtual object group.
[0182] The aforementioned combat control operation is used to instruct the virtual hunter object group and the virtual hound object group in the first virtual object group to cooperate in combat in a target formation, wherein the target formation is used to indicate the arrangement position of the virtual hunter object group and the virtual hound object group in the first virtual object group.
[0183] Optionally, the target formation of the virtual hunter object group and the virtual hound object group includes at least one of the following formations:
[0184] 1. Follow the formation.
[0185] A following formation refers to a formation in which multiple hounds follow multiple hunters, that is, one or more hounds follow around a hunter.
[0186] This is illustrative; please refer to it. Figure 8 It shows a schematic diagram of the interface display of the second virtual object group under the following formation. Figure 8 As shown, the interface 800 includes multiple member hunter objects 801 and multiple member hound objects 802, and each member hunter object 801 is followed by a member hound object 802.
[0187] 2. Charge formation.
[0188] That is, the virtual hound object group is arranged in front of the virtual hunter object group and faces the position of the enemy virtual object.
[0189] 3. Protect the formation.
[0190] That is, the virtual hound object group is positioned around the virtual hunter object group.
[0191] The examples of target formations given above are merely illustrative and are not intended to limit the scope of this application.
[0192] Indicatively, when a player enters a target match, the first virtual object group can be displayed by default in a follow formation. Optionally, when a player issues an attack command on an enemy virtual object, the follow formation can be maintained or switched to an attack formation. When a player issues a retreat command, the follow formation can be maintained or switched to a protection formation. Optionally, the use of the follow formation or the protection formation is determined based on the health of each member hunter object in the virtual hunter object group. If the health of each member hunter object is less than a threshold, the protection formation is switched to; if the health of each member hunter object is greater than or equal to the threshold, the follow formation is switched to.
[0193] Step 703, in response to the battle control operation, displays an attack animation showing multiple member hunter objects and multiple member hound objects attacking the enemy virtual object in the target formation and their respective corresponding virtual battle modes.
[0194] Optionally, an attack animation can be displayed showing multiple member hound objects and multiple member hunter objects attacking enemy virtual objects in a following formation and their respective virtual combat modes; or, an attack animation can be displayed showing multiple member hound objects and multiple member hunter objects attacking enemy virtual objects in a charging formation and their respective virtual combat modes.
[0195] Optionally, the attack animation of multiple member hunter objects and multiple member hound objects attacking a hostile virtual object also includes at least one of the following:
[0196] 1. Display the first attack animation of the virtual hunter object group attacking the enemy virtual object in the first combat mode. The first attack animation is used to indicate that the virtual hunter object group hits the enemy virtual object. Based on the first attack animation, display the second attack animation of the virtual hound object group attacking the enemy virtual object in the second combat mode. The second combat mode corresponds to a target attack value, which is greater than the initial attack value of the hound object member in the virtual hound object group.
[0197] Optionally, the first combat mode refers to the way the team member hunter shoots with virtual bows and arrows equipped with them, and the second combat mode refers to the way the team member hound fights with attack skills set by the system, such as skills that damage enemy virtual objects by biting.
[0198] As an illustration, when a hunter in a group hits a hostile virtual target with a virtual bow and arrow, if the hound in a group hits the same hostile virtual target again, it will deal high damage to that hostile virtual target. This high damage value is the target's attack value, which is much greater than the initial attack value set by the system default for the hound's attack skill.
[0199] Optionally, when a member hunter's virtual bow and arrow hits an enemy virtual object, an animation of the arrow hitting the enemy virtual object will be displayed, and a first identifier will be displayed on the hit enemy virtual object. The first identifier is used to indicate that the enemy virtual object has been hit. Optionally, the member hound will prioritize attacking enemy virtual objects with the first identifier.
[0200] 2. Display the third attack animation of the virtual hound object group against the enemy virtual object in the second battle mode. The third attack animation is used to indicate that the virtual hound object group hits the enemy virtual object. The third attack animation corresponds to the first attack effect, which is used to indicate that the enemy virtual object's movement speed is reduced and the enemy virtual object's attack value is reduced; or, the movement speed of multiple member hunter objects is increased and the attack value of multiple member hunter objects is increased.
[0201] Indicatively, when a member hound inflicts damage on a hostile virtual object through biting, a second identifier is displayed on the hostile virtual object. This second identifier indicates that the hostile virtual object's movement speed is reduced and its attack power is weakened. Optionally, the member hunter will prioritize attacking the hostile virtual object with this second identifier. Alternatively, a third identifier is displayed on the member hunter that the member hound is following. This third identifier indicates that the member hunter's movement speed is increased and its attack power is enhanced (i.e., the damage value of a single attack on the hostile virtual object is increased).
[0202] Optionally, if the number of member hunter objects displaying third identification information reaches a threshold (which is less than the number of member hunter objects), then the attack effect of the virtual hunter object group is enhanced, for example: increasing the movement speed and attack power of all member hunter objects, and the increase is the same as the increase in movement speed and attack power indicated by the third identification information; or, within a preset time, increasing the movement speed and attack power of all member hunter objects to a target level, which is much greater than the increase in movement speed and attack power indicated by the third identification information.
[0203] 3. In response to the elimination of the virtual hunter object group, a fourth attack animation is displayed in which the virtual hound object group attacks the hostile virtual object in the second battle mode. The second battle mode corresponds to the second attack effect, which is used to instruct multiple member hound objects to continuously inflict damage on the hostile virtual object for a preset duration.
[0204] As an illustration, when a group of virtual hunter objects is eliminated, if there are still virtual hound objects in the group that have not been eliminated, an attack animation will be displayed showing the surviving hound objects continuously locking onto and attacking hostile virtual objects, causing damage, for a preset time. Optionally, in response to the end of the preset time, the surviving hound objects will be eliminated.
[0205] Optionally, the preset time is related to the elimination rate of the member hunters in the virtual hunter group. The higher the elimination rate, the longer the preset time. For example, when all member hunters are eliminated, the remaining member hounds will receive a lock-on damage bonus for 5 seconds. If the elimination rate of the member hunters in the virtual hunter group is 50%, the remaining member hounds will receive a lock-on damage skill for 2 seconds.
[0206] In summary, the control method for virtual object groups in a virtual scene provided in this application receives battle control operations on a first virtual object group, controls the virtual hunter object group and the virtual hound object group in the virtual object group to cooperate in combat with target formations and their respective corresponding virtual combat modes, and displays corresponding attack animations of attacking enemy virtual objects. On the one hand, since the first virtual object group includes two different types of virtual object groups, the number of target formations and virtual combat modes are increased, thereby enriching the player's control methods when controlling the virtual object group in combat. On the other hand, since the battle control operation can control the first virtual object group, namely the virtual hunter object group and the virtual hound object group, the player's control efficiency of the virtual object group when participating in the game is improved.
[0207] The method provided in this application embodiment can display attack animations of multiple team hound objects and multiple team hunter objects attacking enemy virtual objects by receiving battle control operations, following the formation and their respective corresponding virtual battle modes. That is, the following formation is determined based on the battle control operation, which improves the efficiency of players in selecting formations when participating in game matches.
[0208] The method provided in this application provides at least three types of attack animations of a first virtual object group against an enemy virtual object. First, based on the virtual hunter object group hitting an enemy virtual object, an attack animation is displayed showing the virtual hound object group attacking the enemy virtual object in a buffed combat mode. Second, an enemy animation is displayed showing the virtual hound object group hitting an enemy virtual object, and this hit effect will debuff the attack effect of the enemy virtual object against the virtual object group. Third, in response to the virtual hunter object group being eliminated, an attack animation is displayed showing the virtual hound object group attacking the enemy virtual object in a buffed combat mode, further enriching the player's control methods when controlling the virtual object group to engage in combat.
[0209] In some optional embodiments, the virtual object group mentioned above includes a virtual attendant object group, which includes multiple member attendant objects. Please refer to [reference needed]. Figure 9 It illustrates a flowchart of a control method for a group of virtual objects in a virtual scene provided in an exemplary embodiment of this application, so that the method is applied to, for example Figure 2 The following explanation uses the terminal shown as an example. Figure 9 As shown, the method includes:
[0210] Step 901: Display the second group of virtual objects in the virtual scene.
[0211] The aforementioned second virtual object group consists of other virtual object groups and virtual servant object groups.
[0212] To illustrate, we will take another virtual object group as an example, which is implemented as a virtual knight object group. The virtual knight object group includes multiple member virtual knight objects. Optionally, the multiple member virtual knight objects in the virtual knight object group are equipped with virtual horses and virtual lances.
[0213] The virtual horse can provide a long-range charge skill for the virtual knight member. This charge skill inflicts initial damage on enemy virtual objects. Optionally, the initial damage value is determined based on the distance between the virtual knight member and the enemy virtual object. The longer the distance, the higher the damage; that is, the longer the run-up distance, the greater the impact and the higher the damage. Furthermore, when the virtual knight member reaches a distance threshold from the enemy virtual object, they can use a virtual lance to inflict a second damage.
[0214] Optionally, the first and second damage values also have corresponding bonus coefficients, which can be determined based on the difference between the level of the virtual knight object group and the level of the enemy virtual object group. For example, the higher the level of the virtual knight object group and the lower the level of the enemy virtual object group, the higher the bonus coefficient, that is, the higher the first and second damage values.
[0215] In some optional embodiments, the virtual knight object group has corresponding combination configuration permissions, that is, other virtual object groups can be configured for the virtual knight object group. Optionally, the virtual knight object group can be configured with one or more virtual object groups. The display of the virtual knight object group and the virtual attendant object group also includes:
[0216] The interface for configuring virtual knight object groups is displayed, showing multiple candidate virtual attendant object groups. In response to receiving a selection operation for a virtual attendant object group among the multiple candidate virtual attendant object groups, the virtual knight object group and the virtual attendant object group in the virtual scene are displayed.
[0217] Optionally, the multiple candidate virtual attendant object groups correspond to different types. The types of virtual attendant object groups include at least one of virtual cavalry object groups, virtual spearman object groups, and virtual crossbowman object groups. This application embodiment does not limit this. The virtual cavalry object group belongs to the virtual cavalry type, the virtual spearman object group belongs to the virtual infantry type, and the virtual crossbowman object group belongs to the virtual crossbowman type.
[0218] This is illustrative; please refer to it. Figure 10 The diagram illustrates the display of a virtual knight object group. Interface 1000 displays an icon 1001 for the virtual knight object group and an icon 1002 for the "Squire Legion," indicating that the virtual knight object group has configuration permissions. Clicking icon 1002 displays the configuration interface for the virtual knight object group, where virtual squire object groups can be selected. If a virtual cavalry object group is selected as the virtual squire object group, its corresponding icon will appear in icon 1002. When a player selects this virtual knight object group during a game, the virtual object group composed of the virtual knight object group and the virtual cavalry object group will be directly displayed in the virtual scene.
[0219] Step 902: Receive battle control operations for the second virtual object group.
[0220] The aforementioned combat control operation is used to instruct other virtual object groups and virtual servant object groups in the second virtual object group to cooperate in combat in a target formation, wherein the target formation is used to indicate the arrangement position of other virtual object groups and virtual servant object groups in the second virtual object group.
[0221] Optionally, since different types of virtual servant groups correspond to different virtual items and skills, the target formations corresponding to different types of virtual servant groups will also be different. Therefore, methods for determining the target formation based on the type of virtual servant group also include:
[0222] Based on the type of virtual object corresponding to the member attendant object in the virtual attendant object group, determine the arrangement position of the virtual attendant object group in the virtual object group; based on the arrangement position of the virtual attendant object group and the arrangement positions of other virtual object groups, determine the target formation.
[0223] The target formation includes at least one of the following formations:
[0224] 1. In response to the fact that the group of attendants includes virtual cavalry types, determine that the virtual attendant group is arranged in front of other virtual object groups in the virtual object group, and the group of attendants faces the hostile virtual object.
[0225] This is illustrative; if the virtual servant object group is a virtual cavalry object group, such as... Figure 6 As shown, the virtual cavalry object group 601 is arranged horizontally in front of the second virtual object group (i.e., other virtual object groups) 602.
[0226] 2. In response to the virtual servant object group including virtual crossbowmen, determine the virtual servant object group to be positioned behind other virtual object groups in the virtual object group, and to avoid the position of being attacked directly by hostile virtual objects.
[0227] This is illustrative; if the virtual servant object group is a virtual crossbowman object group, such as... Figure 6 As shown, the virtual crossbowman object group 605 is arranged behind the second virtual object group 602.
[0228] 3. In response to the virtual attendant object group including virtual infantry types, determine the position of the virtual attendant object group on both sides of other virtual object groups in the virtual object group.
[0229] This is illustrative; if the virtual servant object group is a virtual spearman object group, such as... Figure 6 As shown, the virtual long gunner object group 604 is arranged on both sides of the second virtual object group 602.
[0230] In some optional embodiments, the other virtual object groups themselves also have their own corresponding arrangement, that is, the player can determine the formation of the other virtual object groups themselves. The specific determination method can be referred to step 302, which will not be repeated here; Optionally, after the formation of the other virtual object groups is determined, the arrangement position of the virtual servant object groups will be adjusted according to the formation.
[0231] Step 903, in response to the battle control operation, displays an attack animation showing multiple virtual objects of the team members and multiple virtual objects of the team members attacking the enemy virtual object in the target formation and their respective corresponding virtual battle modes.
[0232] Optionally, the attack animation of multiple member virtual knight objects and multiple member servant objects attacking a hostile virtual object also includes at least one of the following:
[0233] 1. In response to the virtual attendant group being a virtual cavalry type, a fifth attack animation is displayed where the virtual attendant group defends against frontal attacks from enemy virtual objects for other virtual object groups in a battle mode corresponding to the virtual attendant group.
[0234] Optionally, the virtual attendant object group is implemented as a virtual cavalry object group for explanation. The above-mentioned combat mode refers to the combat mode in which the virtual cavalry object group drives virtual horses to charge towards the direction of the enemy virtual object.
[0235] This is illustrative; please refer to it. Figure 11 It shows a schematic diagram of the attack animation of the second virtual object group composed of virtual knight object group and virtual cavalry object group, such as Figure 11 As shown, in interface 1100, multiple virtual cavalry objects 1101 face the hostile virtual object and stand in front of multiple virtual knight objects 1102. They charge towards the hostile virtual object before the multiple virtual knight objects 1102, taking the damage in front of them and making it easier for the multiple virtual knight objects 1102 to attack.
[0236] 2. In response to the virtual servant object group being a virtual crossbowman type, a sixth attack animation is displayed, in which the virtual servant object group attacks the enemy virtual object using the combat method corresponding to the virtual servant object group, suppressing the enemy virtual object's attacks on other virtual object groups.
[0237] Optionally, the virtual servant object group is implemented as a virtual crossbowman object group for illustration. The above combat mode refers to the combat mode in which the virtual crossbowman object group uses virtual bows and arrows to shoot at enemy virtual objects.
[0238] This is illustrative; please refer to it. Figure 12 It shows a schematic diagram of the attack animation of the second virtual object group, consisting of virtual knight object groups and virtual crossbowman object groups, as shown in the figure. Figure 12 As shown, in interface 1200, multiple virtual crossbowman objects 1201 are behind multiple virtual knight objects 1202, using virtual bows and arrows to shoot at the area where the enemy virtual object is located, assisting the multiple virtual knight objects 1202 in attacking.
[0239] 3. In response to the virtual attendant group being a virtual infantry type, a seventh attack animation is displayed where the virtual attendant group defends against flanking attacks from enemy virtual objects for other virtual object groups in a combat mode corresponding to the virtual attendant group.
[0240] Optionally, taking the virtual attendant object group as a virtual spearman object group as an example, the above combat mode refers to the combat mode in which the virtual spearman object group uses virtual spears to defend against certain attack damage on the left and right sides of the virtual knight object group, and uses virtual spears to damage enemy virtual objects.
[0241] This is illustrative; please refer to it. Figure 13 It shows a schematic diagram of the attack animation of the second virtual object group, consisting of virtual knight object group and virtual spearman object group, as shown in the figure. Figure 13As shown, in interface 1300, multiple virtual spearman objects 1301 are arranged on the left and right sides of multiple virtual knight objects 1302, using virtual spears to attack the virtual objects, assisting the multiple virtual knight objects 1302 in attacking and taking damage from attacks from the left and right sides.
[0242] Optionally, the terminal can also control the virtual servant object group individually. For example, when the terminal receives an instruction to stop attacking the virtual servant object group, it controls the virtual servant object group to stay in place and not continue to participate in the virtual battle.
[0243] In summary, the control method for virtual object groups in a virtual scene provided in this application receives battle control operations on a second virtual object group, controls the virtual knight object group and virtual servant object group in the virtual object group to cooperate in battle with a target formation and their respective corresponding virtual battle modes, and displays corresponding attack animations of attacking enemy virtual objects. On the one hand, since the second virtual object group includes two different types of virtual object groups, the number of target formations and virtual battle modes are increased, thereby enriching the player's control methods when controlling the virtual object group in battle. On the other hand, since the battle control operation can control the second virtual object group, namely the virtual knight object group and the virtual servant object group, the control efficiency of the player's virtual object group when participating in the game is improved.
[0244] Figure 14 This is a structural block diagram of a control device for a virtual object group in a virtual scene provided in an exemplary embodiment of this application, such as... Figure 14 As shown, the device includes the following parts:
[0245] Display module 1400 is used to display a group of virtual objects in a virtual scene. The group of virtual objects includes multiple virtual object groups, wherein each virtual object group is a group of multiple virtual objects of the same type. The virtual objects of different types correspond to different virtual battle modes in the virtual scene.
[0246] The receiving module 1410 is used to receive a battle control operation on the virtual object group, the battle control operation is used to instruct multiple virtual object groups in the virtual object group to cooperate in battle in a target formation, and the target formation is used to indicate the arrangement position of the multiple virtual object groups in the virtual object group;
[0247] The display module 1400 is also used to respond to the battle control operation by displaying an attack animation of multiple member virtual objects in the multiple virtual object groups attacking the enemy virtual object in the target formation and their respective corresponding virtual battle modes.
[0248] Please refer to Figure 15 In some optional embodiments, the receiving module 1410 is further configured to receive a formation configuration operation, which is used to configure the arrangement position of the plurality of virtual object groups in the virtual object group to obtain the target formation.
[0249] In some alternative embodiments, the apparatus further includes:
[0250] The arrangement module 1420 is used to arrange the multiple virtual object groups based on the matching situation of the multiple virtual object groups in the virtual object group to obtain the target formation.
[0251] In some optional embodiments, the arrangement module 1420 includes:
[0252] The acquisition unit 1421 is used to acquire the virtual object types corresponding to the plurality of virtual object groups respectively, wherein the virtual object types include the corresponding default arrangement positions;
[0253] The arrangement module 1420 is also used to arrange the multiple virtual object groups based on the default arrangement positions corresponding to each type of virtual object to obtain the target formation.
[0254] In some optional embodiments, the display module 1400 is further configured to display a combined configuration interface, which includes a plurality of candidate virtual object groups; the display module 1400 is further configured to display the virtual object group in the virtual scene in response to receiving a selection operation on at least two virtual object groups among the plurality of candidate virtual object groups.
[0255] In some optional embodiments, the display module 1400 is further configured to display a wedge array in which the member virtual objects corresponding to the plurality of virtual object groups are arranged in a wedge-shaped manner in the virtual scene, based on the number of member virtual objects corresponding to the plurality of virtual object groups in the virtual object group; or, the display module 1400 is further configured to display a ring array in which the member virtual objects corresponding to the plurality of virtual object groups are arranged in a fully enclosed or semi-enclosed manner around the master virtual object, based on the number of member virtual objects corresponding to the plurality of virtual object groups in the virtual object group, wherein the master virtual object is a virtual object configured independently in the master object configuration interface.
[0256] In some optional embodiments, the virtual object group includes a virtual hunter object group and a virtual hound object group. The virtual hunter object group includes multiple member hunter objects, and the virtual hound object group includes multiple member hound objects. The display module 1400 is also used to display attack animations of the multiple member hound objects and the multiple member hunter objects attacking the enemy virtual objects in a following formation and their respective corresponding virtual combat modes. The following formation refers to the formation in which the multiple member hound objects follow the formation of the multiple member hunter objects.
[0257] In some optional embodiments, the display module 1400 is further configured to display a first attack animation of the virtual hunter object group attacking the hostile virtual object in a first combat mode, the first attack animation being used to indicate that the virtual hunter object group hits the hostile virtual object; the display module 1400 is further configured to display a second attack animation of the virtual hound object group attacking the hostile virtual object in a second combat mode based on the first attack animation, wherein the second combat mode corresponds to a target attack value, the target attack value being greater than the initial attack value of the member hound object in the virtual hound object group.
[0258] In some optional embodiments, the display module 1400 is further configured to display a third attack animation of the virtual hound object group against the hostile virtual object in a second battle mode, the third attack animation being used to indicate that the virtual hound object group hits the hostile virtual object; wherein, the third attack animation corresponds to a first attack effect, the first attack effect being used to indicate that the movement speed of the hostile virtual object decreases and the attack value of the hostile virtual object decreases; or, the movement speed of the multiple member hunter objects increases and the attack value of the multiple member hunter objects increases.
[0259] In some optional embodiments, the display module 1400 is further configured to, in response to the elimination of the virtual hunter object group, display a fourth attack animation in which the virtual hound object group attacks the hostile virtual object in a second battle mode, wherein the second battle mode corresponds to a second attack effect, and the second attack effect is used to instruct the multiple member hound objects to continuously inflict damage on the hostile virtual object for a preset duration.
[0260] In some optional embodiments, the virtual object group includes a virtual attendant object group, and the virtual attendant object group includes multiple member attendant objects; the arrangement module 1420 is further configured to determine the arrangement position of the virtual attendant object group in the virtual object group based on the virtual object type corresponding to the member attendant objects in the virtual attendant object group; the arrangement module 1420 is further configured to determine the target formation based on the arrangement position corresponding to the virtual attendant object group and the arrangement positions of other virtual object groups.
[0261] In some optional embodiments, the arrangement module 1420 is further configured to, in response to the fact that the group of attendants includes virtual cavalry, determine that the virtual attendant group is arranged in front of other virtual object groups in the virtual object group, and that the group of attendants faces the hostile virtual object; the arrangement module 1420 is further configured to, in response to the fact that the virtual attendant group includes virtual crossbowmen, determine that the virtual attendant group is arranged behind other virtual object groups in the virtual object group, and avoids the position of being attacked directly by the hostile virtual object; the arrangement module 1420 is further configured to, in response to the fact that the virtual attendant group includes virtual infantry, determine that the virtual attendant group is arranged on both sides of other virtual object groups in the virtual object group.
[0262] In summary, the control device for virtual object groups in the virtual scene provided in this application embodiment receives battle control operations on the virtual object group, controls multiple virtual object groups in the virtual object group to cooperate in battle with target formations and their corresponding virtual battle modes, and displays corresponding attack animations of attacking enemy virtual objects. On the one hand, since the virtual object group includes two or more virtual object groups of different types, the number of target formations and virtual battle modes are increased, thereby enriching the control methods for players when controlling virtual object groups in battle. On the other hand, since the battle control operation can control virtual object groups, that is, two or more virtual object groups of different types, simultaneously, the control efficiency of players in controlling virtual object groups when participating in game matches is improved.
[0263] It should be noted that the control device for virtual object groups in the virtual scene provided in the above embodiments is only an example of the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the control device for virtual object groups in the virtual scene provided in the above embodiments and the control method embodiments for virtual object groups in the virtual scene belong to the same concept. For details of its implementation process, please refer to the method embodiments, which will not be repeated here.
[0264] Figure 16A structural block diagram of an electronic device 1600 provided in an exemplary embodiment of this application is shown. The electronic device 1600 may be a portable mobile terminal, such as a smartphone, in-vehicle terminal, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), laptop computer, or desktop computer. The electronic device 1600 may also be referred to as a user device, portable terminal, laptop terminal, desktop terminal, or other names.
[0265] Typically, electronic device 1600 includes a processor 1601 and a memory 1602.
[0266] Processor 1601 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1601 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1601 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1601 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 1601 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0267] The memory 1602 may include one or more computer-readable storage media, which may be non-transitory. The memory 1602 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1602 is used to store at least one instruction, which is executed by the processor 1601 to implement the control method for a group of virtual objects in a virtual scene provided in the method embodiments of this application.
[0268] In some embodiments, the electronic device 1600 further includes one or more sensors. These one or more sensors include, but are not limited to, proximity sensors, gyroscope sensors, and pressure sensors.
[0269] A proximity sensor, also known as a distance sensor, is typically located on the front panel of an electronic device 1600. The proximity sensor is used to detect the distance between the user and the front of the electronic device 1600.
[0270] The gyroscope sensor can detect the orientation and rotation angle of the electronic device 1600. The gyroscope sensor can work in conjunction with the accelerometer sensor to collect 3D motion data from the user on the electronic device 1600. Based on the data collected by the gyroscope sensor, the processor 1601 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.
[0271] A pressure sensor can be installed on the side bezel and / or the lower layer of the display screen of the electronic device 1600. When the pressure sensor is installed on the side bezel of the electronic device 1600, it can detect the user's grip signal on the electronic device 1600, and the processor 1601 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor. When the pressure sensor is installed on the lower layer of the display screen, the processor 1601 can control the operable controls on the UI interface based on the user's pressure operation on the display screen. Operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0272] In some embodiments, the electronic device 1600 also includes other component parts, as those skilled in the art will understand. Figure 16 The structure shown does not constitute a limitation on the electronic device 1600, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0273] Embodiments of this application also provide a computer device that can be implemented as follows: Figure 2The terminal or server shown. The computer device includes a processor and a memory, the memory storing at least one instruction, at least one program, code set, or instruction set, wherein the at least one instruction, at least one program, code set, or instruction set is loaded and executed by the processor to implement the control method for virtual object groups in the virtual scene provided in the above-described method embodiments.
[0274] Embodiments of this application also provide a computer-readable storage medium storing at least one instruction, at least one program, code set, or instruction set, wherein the at least one instruction, at least one program, code set, or instruction set is loaded and executed by a processor to implement the control method for virtual object groups in a virtual scene provided in the above-described method embodiments.
[0275] Embodiments of this application also provide a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the control method for a group of virtual objects in a virtual scene as described in any of the above embodiments.
[0276] Optionally, the computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), solid-state drives (SSDs), or optical discs, etc. The random access memory may include resistive random access memory (ReRAM) and dynamic random access memory (DRAM). The sequence numbers of the embodiments in this application are merely descriptive and do not represent the superiority or inferiority of the embodiments.
[0277] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
[0278] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method for controlling a group of virtual objects in a virtual scene, characterized in that, The method includes: Displays a group of virtual objects in a virtual scene. The group of virtual objects includes multiple virtual object groups, including a first virtual object group and a second virtual object group. Each virtual object group is a group of virtual objects of the same type. Virtual objects of different types correspond to different virtual combat methods in the virtual scene. The system displays a real-time formation interface, where icons of different colors represent different virtual object groups within the virtual object group. It receives drawing operations on the real-time formation interface as formation configuration operations. These configuration operations are used to configure the arrangement of the multiple virtual object groups within the virtual object group to obtain a target formation. The drawing operation is used to draw a formation diagram, wherein when drawing the formation diagram, the icons are automatically filled into the drawing area in the formation diagram that matches the icon's color. If the health of the main virtual object is less than the preset health, the target formation will be automatically switched to the formation that protects the main virtual object. The system receives a battle control operation on the virtual object group, which instructs multiple virtual object groups within the virtual object group to cooperate in combat using a target formation. The target formation indicates the arrangement position of the multiple virtual object groups within the virtual object group. When the first virtual object group and the second virtual object group form different target formations, the first virtual object group and the second virtual object group will generate different combination skills, which are not part of the original skills of the first virtual object group and the second virtual object group. In response to the battle control operation, an attack animation is displayed showing multiple member virtual objects in the multiple virtual object groups attacking enemy virtual objects using the target formation and their respective corresponding virtual battle modes; different target formations and different virtual battle modes produce different attack effects, including the following effects: In the target formation, the arrangement position and virtual battle mode of the first virtual object group are used to increase the attribute value of the second virtual object group; wherein the increase in the attribute value of the second virtual object group is determined based on the weighted sum of the levels of the first and second virtual object groups. In the target formation, in response to the first virtual object group hitting an enemy virtual object in a first combat mode, the second combat mode of the second virtual object group is enhanced; In the target formation, in response to the first virtual object group hitting an enemy virtual object in a first combat mode, the attack mode of the enemy virtual object is debuffed; In the target formation, if the elimination rate of the first virtual object group is greater than the elimination rate threshold, the second battle mode of the second virtual object group is enhanced. The enhancement includes increasing the attack range and the duration of a single attack. The elimination rate is positively correlated with the increase in the enhancement. When the attack animation indicates that the first virtual object group has hit a hostile virtual object, identification information is displayed on the hostile virtual object, and the second virtual object group prioritizes attacking the hostile virtual object with the identification information.
2. The method according to claim 1, characterized in that, The method further includes: The target formation is obtained by arranging the multiple virtual object groups based on their combination in the virtual object group.
3. The method according to claim 2, characterized in that, The step of arranging the multiple virtual object groups based on their combination in the virtual object group to obtain the target formation includes: Obtain the virtual object types corresponding to the multiple virtual object groups, where each virtual object type includes its corresponding default arrangement position; The multiple virtual object groups are arranged according to the default arrangement positions corresponding to each type of virtual object to obtain the target formation.
4. The method according to claim 2, characterized in that, The step of arranging the multiple virtual object groups based on their combination in the virtual object group to obtain the target formation includes: Based on the number of member virtual objects corresponding to the multiple virtual object groups in the virtual object group, a wedge array is displayed in the virtual scene in a wedge-shaped arrangement of the member virtual objects corresponding to the multiple virtual object groups. or, Based on the number of member virtual objects corresponding to the multiple virtual object groups in the virtual object group, the member virtual objects corresponding to the multiple virtual object groups are displayed in a ring array surrounding the main control virtual object in a fully enclosed or semi-enclosed manner. The main control virtual object is a virtual object that is configured independently in the main control object configuration interface.
5. The method according to claim 1, characterized in that, The group of virtual objects displayed in the virtual scene includes: The combined configuration interface is displayed, which includes multiple candidate virtual object groups; In response to receiving a selection operation for at least two virtual object groups from the plurality of candidate virtual object groups, the virtual object group in the virtual scene is displayed.
6. The method according to any one of claims 1 to 5, characterized in that, The virtual object group includes a virtual hunter object group and a virtual hound object group. The virtual hunter object group includes multiple member hunter objects, and the virtual hound object group includes multiple member hound objects. The attack animation, which displays multiple member virtual objects in the multiple virtual object groups attacking enemy virtual objects using the target formation and their respective corresponding virtual combat methods, includes: The animation shows the attack animation of the multiple group member hound objects and the multiple group member hunter objects attacking the enemy virtual object in a follow formation and their respective virtual combat modes. The follow formation refers to the formation in which the multiple group member hound objects follow the multiple group member hunter objects.
7. The method according to claim 6, characterized in that, The attack animation, which displays the multiple member hound objects and the multiple member hunter objects attacking the enemy virtual object in a follow-up formation and their respective corresponding virtual combat modes, includes: Displays a first attack animation of the virtual hunter object group against the hostile virtual object in a first combat mode, the first attack animation being used to indicate that the virtual hunter object group hits the hostile virtual object; Based on the first attack animation, a second attack animation is displayed in which the virtual hound object group attacks the hostile virtual object in a second battle mode. The second battle mode corresponds to a target attack value, which is greater than the initial attack value of the member hound object in the virtual hound object group.
8. The method according to claim 6, characterized in that, The method further includes: Displays a third attack animation of the virtual hound object group against the hostile virtual object in a second battle mode, the third attack animation being used to instruct the virtual hound object group to hit the hostile virtual object; The third attack animation corresponds to the first attack effect, which indicates that the movement speed of the hostile virtual object decreases and the attack value of the hostile virtual object decreases; or, the movement speed of the multiple member hunter objects increases and the attack value of the multiple member hunter objects increases.
9. The method according to claim 6, characterized in that, The attack animation displaying the virtual hound object group and the virtual hunter object group attacking the enemy virtual object in their respective corresponding virtual combat modes includes: In response to the elimination of the virtual hunter object group, a fourth attack animation is displayed in which the virtual hound object group attacks the hostile virtual object in a second battle mode. The second battle mode corresponds to a second attack effect, which is used to instruct the multiple member hound objects to continuously inflict damage on the hostile virtual object for a preset duration.
10. The method according to any one of claims 1 to 5, characterized in that, The virtual object group includes a virtual attendant object group, and the virtual attendant object group includes multiple member attendant objects; Before displaying the attack animation showing multiple member virtual objects in the multiple virtual object groups attacking the enemy virtual object in the target formation and their respective corresponding virtual combat modes, the method further includes: Based on the type of virtual object corresponding to the member attendant objects in the virtual attendant object group, determine the arrangement position of the virtual attendant object group in the virtual object group; The target formation is determined based on the arrangement positions of the virtual attendant object group and the arrangement positions of other virtual object groups.
11. The method according to claim 10, characterized in that, Determining the arrangement position of the virtual attendant object group within the virtual object group based on the virtual object types corresponding to the attendant objects in the virtual attendant object group includes: In response to the fact that the group of attendants includes the type of virtual cavalry, it is determined that the group of virtual attendants is arranged in front of other groups of virtual objects in the group of virtual objects, and the group of attendants is facing the hostile virtual object. In response to the fact that the virtual attendant object group includes virtual crossbowmen, the virtual attendant object group is determined to be positioned behind other virtual object groups in the virtual object group, and to avoid being attacked head-on by the hostile virtual objects. In response to the fact that the virtual attendant object group includes virtual infantry types, the virtual attendant object group is determined to be positioned on either side of other virtual object groups within the virtual object group.
12. A control device for a group of virtual objects in a virtual scene, characterized in that, The device includes: The display module is used to display a group of virtual objects in a virtual scene. The group of virtual objects includes multiple virtual object groups, including a first virtual object group and a second virtual object group. Each virtual object group is a group of multiple virtual objects of the same type. Different types of virtual objects correspond to different virtual combat methods in the virtual scene. The display module is used to display a real-time formation interface, where icons of different colors represent different virtual object groups within the virtual object group; the receiving module is used to receive drawing operations on the real-time formation interface as formation configuration operations; the formation configuration operations are used to configure the arrangement positions of the multiple virtual object groups within the virtual object group to obtain a target formation; the drawing operation is used to draw a formation diagram; wherein, when drawing the formation diagram, the icons are automatically filled into the drawing area in the formation diagram that is the same color as the icons; The display module is used to automatically switch the target formation to a formation that protects the main virtual object when the main virtual object's health value is less than a preset health value; The receiving module is used to receive battle control operations on the virtual object group. The battle control operations are used to instruct multiple virtual object groups in the virtual object group to cooperate in battle according to a target formation. The target formation is used to indicate the arrangement position of the multiple virtual object groups in the virtual object group. When the first virtual object group and the second virtual object group form different target formations, the first virtual object group and the second virtual object group will generate different combination skills. The combination skills do not belong to the original skills of the first virtual object group and the second virtual object group. The display module is also used to respond to the battle control operation by displaying attack animations of multiple member virtual objects in the multiple virtual object groups attacking enemy virtual objects in the target formation and their respective corresponding virtual battle modes; different target formations and different virtual battle modes produce different attack effects, including the following effects: In the target formation, the arrangement position and virtual battle mode of the first virtual object group are used to increase the attribute value of the second virtual object group; wherein, the increase in the attribute value of the second virtual object group is determined based on the weighted sum of the levels of the first and second virtual object groups; In the target formation, in response to the first virtual object group hitting an enemy virtual object in a first combat mode, the second combat mode of the second virtual object group is enhanced; In the target formation, in response to the first virtual object group hitting an enemy virtual object in a first combat mode, the attack mode of the enemy virtual object is debuffed; In the target formation, if the elimination rate of the first virtual object group is greater than the elimination rate threshold, the second battle mode of the second virtual object group is enhanced. The enhancement includes increasing the attack range and the duration of a single attack. The elimination rate is positively correlated with the increase in the enhancement. The display module is further configured to display identification information on the hostile virtual object when the attack animation indicates that the first virtual object group has hit the hostile virtual object, and the second virtual object group prioritizes attacking the hostile virtual object with the identification information.
13. A computer program product, characterized in that, It includes computer instructions that, when executed by a processor, implement the control method for a group of virtual objects in a virtual scene as described in any one of claims 1 to 11.