Interaction method, device, equipment and medium in virtual scene

By setting up supply points in the virtual scene and allowing the main virtual object to interact with the supply points, the problem of low supply efficiency of virtual object groups is solved, enabling more efficient supply and tactical strategy selection, and enhancing the game experience.

CN115837167BActive Publication Date: 2026-06-05BOOMING TECH (HANGZHOU) CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
BOOMING TECH (HANGZHOU) CO LTD
Filing Date
2022-12-21
Publication Date
2026-06-05

AI Technical Summary

Technical Problem

In legion battle games, the supply efficiency of virtual object groups is low, and existing supply methods are complex and inefficient, affecting the game's progress and tactical strategies.

Method used

Set up supply points in a virtual scene, and display interactive operation prompts and supply interface through the interaction between the master virtual object and the supply point. Allow users to adjust virtual object groups or equipment in real time to improve supply efficiency.

Benefits of technology

It improves the supply efficiency of virtual object groups, increasing the tactical strategy options and fun in the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Embodiments of the application disclose an interaction method and device in a virtual scene, equipment and a medium, and relate to the technical field of games. The method comprises the following steps: displaying a master virtual object and a virtual object group in a virtual scene, the virtual object group belonging to the master virtual object, and the virtual object group being a group created by the master virtual object in the virtual scene; displaying an interaction operation prompt in the case that the master virtual object is located in the coverage range of a supply point, the supply point being located at a preset position in the virtual scene; displaying a supply interface in response to an interaction operation between the master virtual object and the supply point, the supply point being used for adjusting the virtual object group or equipment; and adjusting the virtual object group or equipment in response to an editing operation on the supply interface. The method improves the supply efficiency of the virtual object group and increases the supply mode of the virtual object group.
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Description

Technical Field

[0001] This application relates to the field of game technology, and in particular to an interaction method, device, equipment and medium in a virtual scene. Background Technology

[0002] Legion battles are a type of tactical competitive game. In legion battles, players are divided into multiple factions, with players from different factions occupying different strongholds. Players can simultaneously control a main virtual character and a group of virtual characters to engage in combat, with the goal of capturing the enemy's strongholds.

[0003] In this technology, the master virtual object and the virtual object group are generated at the player's own base, and the virtual object group will fight alongside the master virtual object. When the virtual object group is damaged, the user needs to control the virtual object group to return to the player's own base. Only after the virtual object group returns to the player's own base can the player resupply the virtual object group within the player's own base.

[0004] The methods for replenishing virtual object groups using related technologies are complex and inefficient. Summary of the Invention

[0005] This application provides an interaction method, device, equipment, and medium in a virtual scene. This method allows users to replenish virtual object groups in a timely manner within the virtual scene, improving the replenishment efficiency of virtual object groups. The technical solution is as follows:

[0006] According to one aspect of this application, an interaction method in a virtual scene is provided, the method comprising:

[0007] Display the master virtual object and virtual object group in the virtual scene, wherein the virtual object group is subordinate to the master virtual object;

[0008] When the main virtual object is within the coverage area of ​​the supply point, an interactive operation prompt is displayed. The interactive operation prompt is used to display the interactive operation provided by the supply point, which is located at a preset position in the virtual scene.

[0009] In response to the interaction between the main virtual object and the supply point, a supply interface is displayed, wherein the supply point is used to adjust the virtual object group or equipment.

[0010] In response to editing operations on the supply interface, adjust the virtual object group or equipment.

[0011] According to one aspect of this application, an interactive device for a virtual scene is provided, the device comprising:

[0012] The display module is used to display the main virtual object and the virtual object group in the virtual scene, wherein the virtual object group is subordinate to the main virtual object;

[0013] The display module is also used to display interactive operation prompts when the main virtual object is within the coverage area of ​​the supply point. The interactive operation prompts are used to display the interactive operations provided by the supply point, and the supply point is located at a preset position in the virtual scene.

[0014] The display module is also used to respond to the interaction between the main control virtual object and the supply point, and to display the supply interface. The supply point is used to adjust the virtual object group or equipment.

[0015] An interaction module is used to adjust the virtual object group or equipment in response to editing operations on the supply interface.

[0016] According to another aspect of this application, a computer device is provided, comprising: a processor and a memory, wherein the memory stores 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 interaction method in the virtual scene as described above.

[0017] According to another aspect of this application, a computer storage medium is provided, wherein at least one piece of program code is stored in the computer-readable storage medium, the program code being loaded and executed by a processor to implement the interaction method in the virtual scene as described above.

[0018] According to another aspect of this application, a computer program product or computer program is provided, comprising 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 interaction method in the virtual scene described above.

[0019] The beneficial effects of the technical solutions provided in this application include at least the following:

[0020] Supply points are set up in the virtual scene. Users can control the main virtual object to go to the supply point to supply the virtual object group. Users have more ways to supply the virtual object group, which improves the supply efficiency of the virtual object group and increases the supply methods of the virtual object group.

[0021] Furthermore, supply points in virtual scenarios can influence users' tactical strategies during gameplay, while also increasing the fun of legion battles. Attached Figure Description

[0022] 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.

[0023] Figure 1 This paper shows a structural block diagram of a computer system provided in an embodiment of the present application;

[0024] Figure 2 A flowchart illustrating an interaction method in a virtual scene provided in an embodiment of this application is shown;

[0025] Figure 3 This illustration shows a schematic diagram of a game interface provided in an embodiment of this application;

[0026] Figure 4 A schematic diagram of an interface for an interaction method in a virtual scene provided in an embodiment of this application is shown;

[0027] Figure 5 A flowchart illustrating an interaction method in a virtual scene provided in an embodiment of this application is shown;

[0028] Figure 6 A schematic diagram of an interface for an interaction method in a virtual scene provided in an embodiment of this application is shown;

[0029] Figure 7 A schematic diagram of an interface for an interaction method in a virtual scene provided in an embodiment of this application is shown;

[0030] Figure 8 This illustration shows a structural schematic diagram of an interactive device in a virtual scene according to an embodiment of this application;

[0031] Figure 9 A schematic diagram of the structure of a computer device provided in an embodiment of this application is shown. Detailed Implementation

[0032] 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.

[0033] First, let's introduce the terms used in the embodiments of this application:

[0034] 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 an artificial intelligence (AI) trained and placed in the virtual scene, or a non-player character (NPC) placed 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 embodiment does not limit this.

[0035] 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.

[0036] Tactical competitive games refer to games in which at least two virtual objects compete in a single-player battle within a virtual environment. Virtual objects survive by avoiding attacks from other virtual objects and dangers present in the virtual environment (such as poison gas circles, swamps, etc.). When a virtual object's health points 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, two-player team, or multiplayer battle modes; this embodiment does not limit the battle mode.

[0037] 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 created the group is the legion leader, responsible for managing the group's affairs and organizing battles against other groups in the virtual environment. The game features legion missions that require the cooperation of the member virtual objects to complete. Upon completion of a legion mission, the virtual legion receives a legion reward, and each member virtual object in the legion also receives a reward. The legion can expand its size by leveling up and recruiting more members.

[0038] 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 virtual object groups is relatively simplistic and has low human-computer interaction efficiency. Furthermore, some games feature supply points within the game environment, the existence of which can influence the course of the entire game. For example, in siege games, if a supply point is near the attacking side, the attacking side can quickly replenish their virtual object groups or flexibly adjust their equipment based on the situation, thus aiding in the siege. Therefore, supply points are a competitive element for all parties involved in the game.

[0039] The method provided in this application embodiment can display virtual object groups in a virtual scene, and the virtual object group includes multiple virtual object groups; by receiving combat control operations on the virtual object groups, the method controls multiple virtual object groups in the virtual object group to cooperate in combat according to the target formation and their respective corresponding virtual combat modes, and provides an interaction method between the master virtual object and the supply point, allowing the master virtual object to adjust the virtual object group or equipment at the supply point location, which is beneficial to the combat of the master virtual object and the virtual object group in the game. The control method for 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.

[0040] 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.

[0041] Figure 1 A structural block diagram of a computer system provided in an exemplary embodiment of this application is shown. The computer system 100 includes: a first terminal 120, a server cluster 140, and a second terminal 160.

[0042] The first terminal 120 has an application installed and running that supports virtual scenes. This application can be any of the following: racing game, MOBA (Multiplayer Online Battle Arena) game, virtual reality application, 3D map application, FPS (First Person Shooting) game, or multiplayer shooting survival game. The first terminal 120 is the terminal used by the first user. The first user uses the first terminal 120 to operate a first master virtual object located in the 3D virtual scene, performing activities including but not limited to: attacking, releasing skills, purchasing items, healing, adjusting body posture, crawling, walking, riding, flying, jumping, driving, picking up, shooting, and throwing at least one of these.

[0043] The first terminal 120 is connected to the server cluster 140 via a wireless network or a wired network.

[0044] Server cluster 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server cluster 140 provides background services for applications supporting virtual scenarios. Optionally, server cluster 140 undertakes the primary computing work, while the first terminal 120 and the second terminal 160 undertake secondary computing work; or, server cluster 140 undertakes secondary computing work, while the first terminal 120 and the second terminal 160 undertake the primary computing work; or, server cluster 140, the first terminal 120, and the second terminal 160 collaborate on computing using a distributed computing architecture.

[0045] The second terminal 160 has an application installed and running that supports virtual scenes. This application can be any of the following: racing game, MOBA game, virtual reality application, 3D map application, FPS game, or multiplayer survival game. The second terminal 160 is the terminal used by the second user, who uses it to operate a second master virtual object located in the 3D virtual scene. These activities include, but are not limited to: attacking, releasing skills, purchasing items, healing, adjusting body posture, crawling, walking, riding, flying, jumping, driving, picking up items, shooting, and throwing at least one of these. Illustratively, the first and second master virtual objects can belong to the same team, the same organization, have a friend relationship, or have temporary communication permissions. Alternatively, the first and second master virtual objects can not belong to the same team, organization, or faction.

[0046] Optionally, the applications installed on the first terminal 120 and the second terminal 160 are the same, or are the same type of application on different platforms. The first terminal 120 can refer to one of multiple terminals, and the second terminal 160 can refer to one of multiple terminals; this embodiment only uses the first terminal 120 and the second terminal 160 as examples. The device types of the first terminal 120 and the second terminal 160 may be the same or different, and these device types include at least one of the following: smartphones, tablets, e-book readers, MP3 players, MP4 players, laptops, and desktop computers.

[0047] Figure 2 A flowchart illustrating an interaction method in a virtual scene provided in an embodiment of this application is shown. This method can be... Figure 1 The computer system shown executes a method that includes the following steps:

[0048] Step 202: Display the master virtual object and virtual object group in the virtual scene. The virtual object group is subordinate to the master virtual object.

[0049] The master virtual object is a virtual object that the user manipulates within a virtual environment. For example, such as... Figure 3 As shown, it includes a master virtual object 301 and a virtual object group 302 corresponding to the master virtual object 301. The virtual object group 302 includes multiple member virtual objects.

[0050] Indicative, such as Figure 3As shown, a cooperation mode selection control is displayed in the virtual scene for selecting the cooperation mode. This control includes a follow mode selection control 303, a hold mode selection control 304, and an attack mode selection control 305. The letter preceding each control indicates how it is triggered. For example, pressing the C key selects the follow mode selection control 303; pressing the X key selects the hold mode selection control 304; and pressing the V key selects the attack mode selection control 305.

[0051] Indicative, such as Figure 3 As shown, the group information for a specified virtual object group is displayed in the lower left corner of the virtual scene, allowing players to easily identify the virtual battle data for the specified virtual object group 302. For example: in... Figure 3 In the virtual scene shown, the specified virtual object group is in the hold-up mode. The group information of the specified virtual object group corresponds to the hold-up mode. The group information includes the formation control 306 which controls the formation information, the attack skill control 307 which controls the attack skill information, and the bar-shaped health bar 308 of the group member virtual objects.

[0052] In some embodiments, the virtual object group follows the actions of the controlling virtual object; for example, the virtual object group moves with the controlling virtual object, or the virtual object group and the controlling virtual object attack the same virtual object. In some embodiments, upon receiving a hold command, the virtual object group holds a first target location in the virtual scene; for example, upon receiving a hold command, the virtual object group holds a bridge in the virtual scene. In some embodiments, upon receiving an attack command, the virtual object group attacks a second target location in the virtual scene; for example, upon receiving a hold command, the virtual object group attacks an enemy bunker in the virtual scene.

[0053] The master virtual object is a virtual object configured independently in the master object configuration interface. The master virtual object represents the player 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.

[0054] Players can control the main virtual object and the virtual object group 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 virtual object group, the virtual object group will display the second action that cooperates with the main virtual object.

[0055] Indicatively, the first control operation is used to instruct the main virtual object to perform corresponding actions in the virtual scene.

[0056] 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.

[0057] 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.

[0058] The first motion animation is used to demonstrate the motion form corresponding to the first control operation.

[0059] 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.

[0060] 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.

[0061] 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.

[0062] Optionally, a virtual object group is a group of object groups consisting of multiple member virtual objects of the same or different types. The type is used to indicate the type of member virtual object. A virtual object group can include member virtual objects of the same type or member virtual objects of different types.

[0063] Virtual objects of the same type are grouped together to indicate that different members' virtual objects are of the same type within a single virtual object. Virtual objects of different types are grouped together to indicate that different members' virtual objects may be of different types within a single virtual object. For example, a virtual object group consists of 3 virtual objects of type A and 2 virtual objects of type B.

[0064] In this embodiment of the application, the example is taken where the virtual objects of the members in the virtual object group are of the same type.

[0065] To illustrate, in the virtual object group selection interface of a virtual war game, there are multiple candidate virtual object groups. For example, in virtual object group 1, there are 50 member virtual objects. These 50 member virtual objects belong to the same type of virtual object, such as all 50 member virtual objects being melee infantry type virtual objects.

[0066] As an illustration, in the virtual object group selection interface of a virtual competitive game, there are multiple candidate virtual object groups. For example, in virtual object group 2, there are 5 member virtual objects. The 5 member virtual objects belong to the same type of virtual object, such as: the 5 member virtual objects are all mage type virtual objects, etc.

[0067] Optionally, the number of member virtual objects in a virtual object group is configured by default, for example, virtual object group 1 has a fixed 50 member virtual objects; or, the number of member virtual objects in a virtual object group is configured by the player, for example, the player configures virtual object group 1 to contain 30 member virtual objects; or, the number of member virtual objects in a virtual object group changes with the game progress, for example, the number of member virtual objects increases as the level of the virtual object controlled by the player increases, and one member virtual object is added to virtual object group 1 for each level increase of the virtual object controlled by the player.

[0068] For illustration purposes, virtual object group A is a candidate virtual object group displayed in the virtual object group selection interface. This candidate virtual object group is a cavalry type virtual object group, and the member virtual objects in it are cavalry type virtual objects; or, virtual object group B is a candidate virtual object group displayed in the virtual object group selection interface. This candidate virtual object group is a melee infantry type virtual object group, and the member virtual objects in it are melee infantry type virtual objects.

[0069] Optionally, different candidate virtual object groups correspond to different types of virtual objects. For illustration, the virtual object group selection interface includes virtual object group A, virtual object group B, and virtual object group C. Virtual object group A is a cavalry-type virtual object group, virtual object group B is a melee infantry-type virtual object group, and virtual object group C is a ranged artillery-type virtual object group; that is, different candidate virtual object groups correspond to different types of virtual objects.

[0070] Alternatively, different candidate virtual object groups may correspond to the same type of virtual object. For illustration, the virtual object group selection interface includes virtual object group A, virtual object group B, and virtual object group C. Virtual object group A is a cavalry type virtual object group, virtual object group B is a melee infantry type virtual object group, and virtual object group C is also a melee infantry type virtual object group. That is, different candidate virtual object groups may correspond to the same type of virtual object (the types of virtual objects in virtual object group A and virtual object group C are the same).

[0071] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.

[0072] In an optional embodiment, the virtual object type corresponds to the virtual combat mode of the virtual objects in the virtual scene.

[0073] For illustration purposes, virtual object group A is a cavalry-type virtual object group, and virtual object group B is a melee infantry-type virtual object group. Different virtual object types correspond to different virtual combat modes.

[0074] For example, if a virtual object in virtual object group A is a cavalry type virtual object, when a virtual object in virtual object group A engages in virtual combat in a virtual scene, it will use the virtual combat method corresponding to the cavalry type. For example, if a virtual object in virtual object group A attacks an enemy virtual object from horseback, the attack method from horseback will be used as the virtual combat method corresponding to the cavalry type.

[0075] Alternatively, if the virtual objects in virtual object group B are melee infantry type virtual objects, when the virtual objects in virtual object group B engage in virtual combat in a virtual scene, they will use a virtual combat method corresponding to the melee infantry type. For example, if a virtual object in virtual object group B uses a virtual spear to attack an enemy virtual object within a certain distance on a virtual ground, the attack method of using a virtual spear on the virtual ground will be used as the virtual combat method corresponding to the melee infantry type.

[0076] Alternatively, the virtual objects in virtual object group C can be virtual objects that place obstacles. When the virtual objects in virtual object group C are engaged in virtual battles in a virtual scene, obstacles are placed at the positions determined by the player; or, virtual obstacles are placed in front of the current position of the virtual object. The above method of placing obstacles is called "barricades". The "barricades" method is used to assist in virtual battles.

[0077] In an optional embodiment, a virtual object group selection interface is displayed; based on the selection operation of a specified virtual object group among multiple candidate virtual object groups, the master virtual object and the member virtual objects in the specified virtual object group are displayed in the virtual scene.

[0078] The virtual object group selection interface is used to provide the option to select at least one candidate virtual object from multiple candidate virtual object groups.

[0079] Optionally, after displaying multiple candidate virtual object groups in the virtual object group selection interface, the player selects at least one virtual object group from the multiple candidate virtual object groups as the specified virtual object group, thereby realizing the selection operation of the specified virtual object group.

[0080] Indicatively, multiple candidate virtual object groups include candidate virtual object group M, candidate virtual object group L, and candidate virtual object group N. Players select candidate virtual object group M as the designated virtual object group from the three candidate virtual object groups, thereby displaying the main virtual object and the member virtual objects in candidate virtual object group M in the virtual scene, allowing the member virtual objects in candidate virtual object group M to participate in virtual battles. Alternatively, based on combat needs, players select candidate virtual object group M and virtual object group N as the designated virtual object groups from the three candidate virtual object groups, thereby displaying the main virtual object, the member virtual objects in candidate virtual object group M, and the member virtual objects in candidate virtual object group N in the virtual scene, allowing the member virtual objects in candidate virtual object group M and the member virtual objects in virtual object group N to participate in virtual battles, etc.

[0081] In an optional embodiment, at least one candidate virtual object group from a plurality of candidate virtual object groups is recommended based on the virtual battle requirements of the virtual scene.

[0082] For illustrative purposes, when the virtual scene is implemented as a melee virtual scene, the virtual combat requirement corresponding to the melee virtual scene is usually implemented as a melee requirement. The candidate virtual object group M among the three candidate virtual object groups mentioned above is a candidate virtual object group composed of member virtual objects of the melee infantry type. Based on the above melee requirement, the candidate virtual object group M is recommended.

[0083] In a illustrative way, the candidate virtual object group M is recommended using special effects, such as highlighting the selection box corresponding to the candidate virtual object group M to realize the process of recommending the candidate virtual object group M; or, the candidate virtual object group M is recommended using a magnification method, such as magnifying the selection box corresponding to the candidate virtual object group M to realize the process of recommending the candidate virtual object group M, etc.

[0084] Optionally, the candidate virtual object group indicated by the recommendation results is used as the recommended virtual object group, and the selection operation of the recommended virtual object group is received, thereby displaying the main virtual object and the member virtual objects in the recommended virtual object group in the virtual scene.

[0085] Step 204: When the main virtual object is within the coverage area of ​​the supply point, display the interactive operation prompt. The interactive operation prompt is used to show the interactive operations provided by the supply point, which is located at a preset position in the virtual scene.

[0086] Optionally, each faction has its own supply points, which can be contested. Supply points include at least one of friendly supply points, enemy supply points, and neutral supply points. Friendly supply points belong to the faction of the controlling virtual object, enemy supply points belong to the enemy faction of the controlling virtual object, and neutral supply points belong to the neutral faction. In some embodiments, in response to a first supply point capture operation, an enemy supply point is converted into a friendly supply point; or, in response to a second supply point capture operation, a neutral supply point is converted into a friendly supply point; or, in response to a supply point destruction operation, an enemy supply point is destroyed.

[0087] Optionally, the coverage area of ​​a supply point is a pre-set range. For example, the coverage area of ​​a supply point is a circle centered on the supply point, and the radius of the circle is pre-set. Optionally, the coverage area of ​​a supply point changes with game time. For example, the coverage area of ​​a supply point is a circle centered on the supply point, and the radius of this circle decreases as game time increases. Optionally, the coverage area of ​​a supply point is randomly generated. For example, in one game, the coverage area of ​​a supply point is a circle with a radius of 5, while in another game, the coverage area of ​​a supply point is a square with a side length of 3.

[0088] Optionally, during the process of converting an enemy supply point into a friendly supply point, a capture progress bar is displayed to indicate the capture progress of the enemy supply point. For example, a virtual object controlled by faction A enters a supply point of faction B, and the capture progress is displayed as a capture progress bar. Once the progress is complete, the supply point belongs to faction A. If a virtual object of faction B also enters the supply point during the capture process, the capture progress terminates.

[0089] Alternatively, supply points may be pre-set in the virtual scene, or they may appear in the virtual scene as the game progresses, or they may be set by the user in the virtual scene through virtual objects.

[0090] The embodiments of this application provide the following possible implementation methods:

[0091] 1. Set up supply points at preset locations in the virtual scene.

[0092] Optionally, the preset location is determined based on the predicted movement path of the virtual object group. For example, at the start of the battle, the virtual object group is located at point A in the virtual scene, and the goal of the virtual object is to capture point B. During the process of moving from point A to point B, the virtual object group will pass through point C, so a supply point is set at point C.

[0093] Optionally, the preset location can be specified by the user or by the game operator. In one embodiment, the virtual scene includes multiple candidate preset locations; in response to the location specification operation, a target preset location is selected from the multiple candidate preset locations, and the target preset location is the location where the supply point is set in this legion battle.

[0094] 2. Set up supply points along the movement path of the main virtual object in the virtual scene.

[0095] Optionally, the movement path of the master virtual object is set by the user, and the movement path is used to guide the master virtual object and the virtual object group to move automatically. For example, if the user pre-sets the movement path before the game starts, so that the master virtual object and the virtual object group will move automatically according to the movement path after the game starts, then supply points will be set on the movement path.

[0096] Optionally, the movement path of the main virtual object is set by the game operator, and the movement path is a predicted path that predicts the movement of the main virtual object and the virtual object group. For example, if the game operator predicts the possible movement paths of the main virtual object and the virtual object group, then at the start of the game, supply points are set on the possible movement paths.

[0097] 3. In response to the supply point construction operation, construct a supply point within the virtual scene.

[0098] In some embodiments, if the master virtual object and / or group of virtual objects has the skill to build supply points, then the supply point building operation is used to trigger the aforementioned supply point building skill.

[0099] In some embodiments, if there are virtual items for building supply points in Legion Battles, then the supply point building operation is performed using the aforementioned virtual items for building supply points.

[0100] 4. When the game reaches a preset time, add a supply point in the virtual scene.

[0101] The preset time can be set by the user or the game operator.

[0102] In some embodiments, in response to the game reaching a preset time, a new supply point is added within the virtual scene based on the density of virtual objects in the virtual scene. For example, if there are at least 40 virtual objects within the perimeter of point A in the virtual scene after 10 minutes of gameplay, a new supply point is added at point A.

[0103] In some embodiments, supply points include locked supply points and normal supply points, with locked supply points unlocking over time. When the game reaches the unlocking point, in response to the unlocking operation of the locked supply point, the locked supply point is unlocked, and the unlocked locked supply point can then be interactively accessed.

[0104] In other embodiments of this application, in response to the interaction between the master virtual object and the supply point, recommended supplies are displayed in the supply interface based on the combat status of the master virtual object. The combat status includes at least one of the following: attributes of the master virtual object, state of the master virtual object, equipment of the master virtual object, attributes of virtual objects in the virtual object group, state of virtual objects in the virtual object group, equipment of virtual objects in the virtual object group, and type of virtual objects in the virtual object group. Recommended supplies include recommended equipment and recommended types for virtual objects in the virtual object group. In some embodiments, the combat status of the master virtual object is quantified into an input vector; the input vector is processed by a supply recommendation model to output recommended supplies.

[0105] Step 206: In response to the interaction between the master virtual object and the supply point, display the supply interface. The supply point is used to adjust the virtual object group or equipment.

[0106] Interactive actions are used to trigger the functionality of supply points. Interactive actions can be triggered by pressing one or more preset physical buttons to activate the supply point's functionality, or by signals generated through long presses, taps, double taps, or swipes on designated areas of the touchscreen.

[0107] Optionally, a supply point is displayed; when the master virtual object is within the coverage area, an interactive operation prompt is displayed, which is used to display the interactive operation provided by the supply point, and the coverage area is at least one of a circle, an ellipse, a rectangle, and a triangle; in response to the interactive operation between the master virtual object and the supply point, a supply interface corresponding to the interactive operation is displayed.

[0108] For example, such as Figure 4As shown, after the main virtual object 401 enters the coverage area 404 of the supply point 402, an interactive operation prompt 403 is displayed on the interface. The interactive operation prompt 403 is used to indicate that the user can interact with the supply point 402 by triggering the "F" key.

[0109] Optionally, the interactive operation prompts include at least two prompts. For example, the interactive operation prompts include a first interactive operation prompt and a second interactive operation prompt, where the first interactive operation prompt indicates the function of the first interactive operation, and the second interactive operation prompt indicates the function of the second interactive operation. Users can choose how to interact with the supply point according to their needs. Optionally, in response to the first interactive operation between the master virtual object and the supply point, a first supply interface is displayed, which is used to display the attributes of the virtual object group; or, in response to the second interactive operation between the master virtual object and the supply point, a second supply interface is displayed, which is used to display the attributes of the master virtual object. For example, such as... Figure 4 As shown, the first supply interface displays the types and equipment of virtual object groups, as well as candidate virtual object groups. For example, the second supply interface can display the character information, appearance, and equipment of the main virtual object. Users can edit the main virtual object within the second supply interface, such as adjusting its equipment.

[0110] In other embodiments of this application, the supply interface includes a Legion View button; in response to triggering the Legion View button, the Legion configuration of the user's faction is displayed; and in response to a Legion Synchronization operation, the virtual object group is synchronized to the target virtual object group. For example, after a user clicks the Legion View button, the Legion configurations of all user accounts in their faction are displayed. A Legion Synchronization button is also displayed after each Legion configuration. Clicking the Legion Synchronization button synchronizes the virtual object group to the target virtual object group corresponding to the Legion Synchronization button. For instance, if a user finds the Legion configuration of user account A in their faction satisfactory and wants to use it, the user can click the Legion Synchronization button to configure the Legion configuration of user account A with a single click.

[0111] Step 208: In response to the editing operation on the supply interface, adjust the virtual object group or equipment.

[0112] Optionally, in response to a type editing operation on the supply interface, the type of the virtual object group is adjusted. For example, if the virtual object group includes cavalry-type virtual objects, after receiving the editing operation on the supply interface, the cavalry-type virtual objects are changed to infantry-type virtual objects. In some embodiments, after adjusting the type of the virtual object group, the virtual object group displayed in the virtual environment is updated. For example, in... Figure 3 In the previous example, virtual object group 302 was an infantry-type virtual object. After adjusting the type of the virtual object group, virtual object group 302 became a cavalry-type virtual object.

[0113] Optionally, the virtual object group can be adjusted in response to a type editing operation on the supply interface. For example, such as... Figure 5 As shown, when the number of all members in the first virtual object group 501 currently carried by the master virtual object is 0, clicking on the second virtual object group 502 will add a second virtual object group 502 to the master virtual object controlled by the user and display it in the virtual scene; in addition, if the number of members in the first virtual object group 501 carried by the master virtual object controlled by the user is not 0, the virtual object group will be switched from the first virtual object group 501 to the second virtual object group 502, and the second virtual object group 502 will be displayed in the virtual scene.

[0114] Optionally, the supply interface also displays a battle indicator, which indicates the virtual objects within the virtual object group at the current moment. For example, such as... Figure 5 As shown, when virtual object group 502 is selected, battle icon 504 is displayed in the upper right corner of virtual object group 502.

[0115] Optionally, in response to a quantity editing operation on the supply interface, the quantity of virtual objects in the virtual object group is adjusted. In some embodiments, after adjusting the quantity of virtual objects in the virtual object group, the added virtual objects are added to the periphery area of ​​the supply point.

[0116] Optionally, in response to equipment editing operations on the supply interface, the equipment of the main virtual object is adjusted. For example, such as... Figure 5 As shown, the supply interface also includes an equipment editing control 503, which allows users to edit the equipment worn by virtual objects. This equipment includes weapons, horses, and small implements. Optionally, after adjusting the equipment of the main virtual object, the virtual object is updated and displayed in the virtual environment. For example, the horse ridden by the main virtual object in the virtual environment changes from a white horse to a black horse.

[0117] Optionally, in response to a status editing operation on the supply interface, the status value of the master virtual object can be adjusted.

[0118] In summary, the embodiments of this application provide supply points in the virtual scene, allowing users to control the main virtual object to supply the virtual object group at the supply point. This provides users with more ways to supply the virtual object group, improving the supply efficiency and increasing the supply methods for the virtual object group.

[0119] Furthermore, supply points in virtual scenarios can influence users' tactical strategies during gameplay, while also increasing the fun of legion battles.

[0120] In the following embodiments, the user can simultaneously control the master virtual object and the virtual object group to engage in legion battles in a virtual scene, and the user can replenish the virtual object group at supply points in the virtual scene.

[0121] Figure 6 A flowchart illustrating an interaction method in a virtual scene provided in an embodiment of this application is shown. This method can be... Figure 1 The computer system shown executes the method, which includes the following steps:

[0122] Step 601: Display the battle preparation interface.

[0123] For example, such as Figure 7 As shown, in the battle preparation interface, the user can select the virtual object group 701 to use for this virtual object group. The battle preparation interface will also display the location 702 of the supply point in the virtual scene during this legion battle.

[0124] Step 602: Display the virtual object group in the virtual scene.

[0125] In some embodiments, the virtual object group follows the actions of the controlling virtual object. In some embodiments, upon receiving a hold command, the virtual object group holds a first target location in the virtual scene. In some embodiments, upon receiving an attack command, the virtual object group attacks a second target location in the virtual scene.

[0126] Step 603: In response to the move operation, control the virtual object group to move within the virtual scene.

[0127] Optionally, in response to a movement operation, the master virtual object is controlled to move within the virtual scene, and the virtual object group follows the master virtual object.

[0128] Optionally, in response to a first movement operation, the main virtual object is controlled to move within the virtual scene; in response to a second movement operation, the group of virtual objects is controlled to move within the virtual scene. For example, the movement of the main virtual object can be controlled using a mouse, and the movement of the group of virtual objects can be controlled using a keyboard.

[0129] Step 604: Determine whether the supply point is within the visible range of the master virtual object.

[0130] When the supply point is within the visible range of the master virtual object, proceed to step 605;

[0131] If the supply point is not within the visible range of the master virtual object, return to step 603.

[0132] Step 605: Display supply points.

[0133] Optionally, the coverage area of ​​the supply point can be displayed, and the coverage area can be at least one of a circle, an ellipse, a rectangle, or a triangle.

[0134] Optionally, supply point markers can be displayed on the game interface to indicate the location of supply points in the virtual scene.

[0135] Optionally, in response to the auto-guided operation, the master virtual object automatically moves to the supply point. For example, an auto-guided control is displayed on the game interface; clicking the auto-guided control controls the master virtual object to automatically move to the supply point. In some embodiments, during the automatic movement of the master virtual object, its movement speed is positively correlated with its distance from the supply point; that is, the farther the master virtual object is from the supply point, the faster it moves; the closer the master virtual object is to the supply point, the slower it moves. In some embodiments, during the automatic movement of the master virtual object, in the first segment, the movement speed of the master virtual object decreases with time and is greater than the minimum speed threshold; in the second segment, the movement speed of the master virtual object increases with time and is less than the maximum speed threshold. For example, if the master virtual object is 200 meters from the supply point, during the automatic movement of the master virtual object, taking the starting point of the master virtual object as the origin, when the master virtual object moves within the interval [0, 100], the movement speed of the master virtual object decreases with time and is greater than 1 m / s; when the master virtual object moves within the interval [100, 200], the movement speed of the master virtual object increases with time and is less than 9 m / s.

[0136] Step 606: In response to the interactive operation of the supply point in the virtual scene, display the supply interface.

[0137] Optionally, in response to a first interaction between the master virtual object and the supply point, a first supply interface is displayed, which is used to display the virtual object group available for supply and the attributes of the virtual object group; or, in response to a second interaction between the master virtual object and the supply point, a second supply interface is displayed, which is used to display the attributes of the master virtual object.

[0138] In some embodiments, in response to the interaction between the master virtual object and the supply point in the virtual scene, supply items are added to the virtual scene. For example, if the master virtual object and the virtual object group need to be resupplyed using supply items, and the supply point has supply items, in response to the interaction between the master virtual object and the supply point in the virtual scene, the supply items in the supply point are moved into the virtual scene.

[0139] In some embodiments, in response to the interaction between the master virtual object and a supply point in the virtual scene, a preset part of the master virtual object is highlighted; in response to a trigger operation on the preset part, the equipment worn by the preset part is changed. For example, after the user controls the interaction between the master virtual object and a supply point in the virtual scene, the head and hands of the master virtual object are highlighted; the user can click on the head of the master virtual object again to change the headgear of the master virtual object.

[0140] Step 607: In response to the editing operation on the supply interface, adjust the virtual object group or equipment.

[0141] In some other embodiments, in response to a user selection operation on the supply interface, the first virtual object group currently carried by the master virtual object is adjusted to the second virtual object group.

[0142] In some other embodiments, the type of virtual objects in the virtual object group is adjusted in response to a type editing operation on the supply interface.

[0143] In some other embodiments, the state values ​​of virtual objects in the virtual object group are adjusted in response to a state editing operation on the supply interface.

[0144] In summary, the embodiments of this application provide supply points in the virtual scene, allowing users to control the main virtual object to supply the virtual object group at the supply point. This provides users with more ways to supply the virtual object group, improving the supply efficiency and increasing the supply methods for the virtual object group.

[0145] Furthermore, supply points in virtual scenarios can influence users' tactical strategies during gameplay, while also increasing the fun of legion battles.

[0146] The following are device embodiments of this application. For details not described in detail in the device embodiments, please refer to the corresponding descriptions in the above method embodiments. They will not be repeated here.

[0147] Figure 8 A schematic diagram of an interactive device in a virtual scene provided by an exemplary embodiment of this application is shown. This device can be implemented as all or part of a computer device through software, hardware, or a combination of both. The device 800 includes:

[0148] Display module 801 is used to display the main virtual object and virtual object group in the virtual scene, wherein the virtual object group belongs to the main virtual object;

[0149] The display module 801 is also used to display an interactive operation prompt when the main virtual object is within the coverage area of ​​the supply point. The interactive operation prompt is used to display the interactive operation provided by the supply point, and the supply point is located at a preset position in the virtual scene.

[0150] The display module 801 is also used to respond to the interaction between the main control virtual object and the supply point, and to display the supply interface. The supply point is used to adjust the virtual object group or equipment.

[0151] The interaction module 802 is used to adjust the virtual object group or equipment in response to the editing operation on the supply interface.

[0152] In an optional design, the display module 801 is further configured to display a first supply interface in response to a first interaction between the master virtual object and the supply point, the first supply interface being used to display the virtual object group and the number of members in each virtual object group; or, in response to a second interaction between the master virtual object and the supply point, to display a second supply interface, the second supply interface being used to display the equipment of the virtual object group.

[0153] In an optional design, the interaction module 802 is further configured to set the supply point at a preset location in the virtual scene; or, set the supply point in the virtual scene along the movement path of the main virtual object; or, in response to a supply point construction operation, construct the supply point in the virtual scene; or, in response to the game reaching a preset time, add the supply point in the virtual scene.

[0154] In an optional design, the supply point includes at least one of a friendly supply point, a hostile supply point, and a neutral supply point. The friendly supply point belongs to the faction of the master virtual object, the hostile supply point belongs to the hostile faction of the master virtual object, and the neutral supply point belongs to the neutral faction. The interaction module 802 is further configured to, in response to a first supply point capture operation, convert the hostile supply point into a friendly supply point; or, in response to a second supply point capture operation, convert the neutral supply point into a friendly supply point; or, in response to a supply point destruction operation, destroy the hostile supply point.

[0155] In an optional design, the display module 801 is further configured to, in response to receiving a first control operation on the master virtual object, display the master virtual object performing a first action animation corresponding to the first control operation in the virtual scene; and in response to receiving a second control operation on the virtual object group, display the virtual object group performing a second action animation in the virtual scene in coordination with the master virtual object.

[0156] In an optional design, the interaction module 802 is further configured to, in response to receiving the second control operation for the virtual object group, control the virtual objects in the virtual object group to enter a target cooperation mode, the target cooperation mode being used to instruct the virtual objects to cooperate with the master virtual object in virtual battles; the display module 801 is further configured to display the master virtual object performing a second action animation corresponding to the target cooperation mode in the virtual scene.

[0157] In summary, the embodiments of this application provide supply points in the virtual scene, allowing users to control the main virtual object to supply the virtual object group at the supply point. This provides users with more ways to supply the virtual object group, improving the supply efficiency and increasing the supply methods for the virtual object group.

[0158] Furthermore, supply points in virtual scenarios can influence users' tactical strategies during gameplay, while also increasing the fun of legion battles.

[0159] Figure 9 This is a schematic diagram illustrating the structure of a computer device according to an exemplary embodiment. The computer device 900 includes a Central Processing Unit (CPU) 901, a system memory 904 including Random Access Memory (RAM) 902 and Read-Only Memory (ROM) 903, and a system bus 905 connecting the system memory 904 and the CPU 901. The computer device 900 also includes a basic input / output system (I / O system) 906 that facilitates information transfer between various components within the computer device, and a mass storage device 907 for storing an operating system 913, application programs 914, and other program modules 915.

[0160] The basic input / output system 906 includes a display 908 for displaying information and an input device 909 for user input, such as a mouse or keyboard. Both the display 908 and the input device 909 are connected to the central processing unit 901 via an input / output controller 910 connected to the system bus 905. The basic input / output system 906 may also include the input / output controller 910 for receiving and processing input from multiple other devices such as a keyboard, mouse, or electronic stylus. Similarly, the input / output controller 910 also provides output to a display screen, printer, or other types of output devices.

[0161] The mass storage device 907 is connected to the central processing unit 901 via a mass storage controller (not shown) connected to the system bus 905. The mass storage device 907 and its associated computer device-readable media provide non-volatile storage for the computer device 900. That is, the mass storage device 907 may include computer device-readable media (not shown), such as a hard disk or a compact disc read-only memory (CD-ROM) drive.

[0162] Without loss of generality, the computer device readable medium may include computer device storage media and communication media. Computer device storage media include volatile and non-volatile, removable and non-removable media implemented using any method or technology for storing information such as computer device readable instructions, data structures, program modules, or other data. Computer device storage media include RAM, ROM, erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), CD-ROM, digital video disc (DVD) or other optical storage, magnetic tape cassettes, magnetic tape, disk storage, or other magnetic storage devices. Of course, those skilled in the art will recognize that the computer device storage media are not limited to the above-mentioned types. The system memory 904 and mass storage device 907 described above can be collectively referred to as memory.

[0163] According to various embodiments of this disclosure, the computer device 900 can also be connected to a remote computer device on a network, such as the Internet. That is, the computer device 900 can be connected to a network 912 via a network interface unit 911 connected to the system bus 905, or it can use the network interface unit 911 to connect to other types of networks or remote computer device systems (not shown).

[0164] The memory also includes one or more programs stored in the memory, and the central processing unit 901 executes the one or more programs to implement all or part of the steps of the above-mentioned supply method based on legion battles.

[0165] In an exemplary embodiment, a computer-readable storage medium is also provided, which stores at least one instruction, at least one program, code set, or instruction set, 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 the interaction method in the virtual scene provided in the above-described method embodiments.

[0166] This application also provides 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, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the interaction method in the virtual scene provided in the above method embodiments.

[0167] This application also provides 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 interaction method in the virtual scene provided in the above embodiments.

[0168] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0169] 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.

[0170] 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. An interaction method in a virtual scene, characterized in that, The method includes: Display the master virtual object and virtual object group in the virtual scene. The virtual object group belongs to the master virtual object and is an object group composed of multiple member virtual objects of the same or different types. When the main virtual object is within the coverage area of ​​a supply point, an interactive operation prompt is displayed. The interactive operation prompt is used to display the interactive operation provided by the supply point. The supply point is located at a preset position in the virtual scene. The supply point includes at least one of friendly supply points, enemy supply points, and neutral supply points. In response to the first supply point capture operation, the enemy supply point is converted into a friendly supply point. During the process of converting the enemy supply point into a friendly supply point, a capture progress bar is displayed. The capture progress bar is used to indicate the capture progress of the enemy supply point. In response to the interaction between the master virtual object and the supply point, a supply interface is displayed, wherein the supply point is used to adjust the virtual object group; wherein, the step of displaying the supply interface in response to the interaction between the master virtual object and the supply point includes: in response to the interaction between the master virtual object and the supply point, displaying recommended supplies in the supply interface based on the combat status of the master virtual object, wherein the combat status includes at least one of the attributes of virtual objects in the virtual object group, the status of virtual objects in the virtual object group, the equipment of virtual objects in the virtual object group, and the type of virtual objects in the virtual object group, and the recommended supplies include recommended equipment and recommended type of virtual objects in the virtual object group; In response to an editing operation on the supply interface, the virtual object group is adjusted; wherein, adjusting the virtual object group in response to an editing operation on the supply interface includes at least one of the following: adjusting the type of the virtual object group in response to a type editing operation on the supply interface; adjusting the number of virtual objects in the virtual object group in response to a quantity editing operation on the supply interface.

2. The method according to claim 1, characterized in that, In response to the interaction between the master virtual object and the supply point, the supply interface corresponding to the interaction is displayed, including: In response to the first interaction operation between the master virtual object and the supply point, a first supply interface is displayed, which is used to display the virtual object group; Alternatively, in response to a second interaction between the master virtual object and the supply point, a second supply interface is displayed, which is used to display the equipment of the master virtual object.

3. The method according to claim 1 or 2, characterized in that, The method further includes: The supply point is set at a preset location in the virtual scene, the preset location being determined based on the predicted movement route of the virtual object group; Alternatively, the supply point can be set along the travel route of the main virtual object in the virtual scene; Alternatively, in response to a supply point construction operation, the supply point may be constructed within the virtual scene; Alternatively, in response to a preset time in the game, the supply point may be added to the virtual scene.

4. The method according to claim 1 or 2, characterized in that, The supply points include at least one of friendly supply points, enemy supply points, and neutral supply points. The friendly supply points belong to the faction of the main virtual object, the enemy supply points belong to the enemy faction of the main virtual object, and the neutral supply points belong to the neutral faction. The method further includes: In response to the capture of the second supply point, the neutral supply point is converted into the friendly supply point; Alternatively, in response to a supply point destruction operation, the hostile supply point may be destroyed.

5. The method according to claim 1 or 2, characterized in that, The method further includes: In response to receiving a first control operation on the master virtual object, the first action animation corresponding to the first control operation is displayed in the virtual scene by the master virtual object; In response to receiving a second control operation on the virtual object group, the virtual object group is displayed to perform a second action animation in the virtual scene in coordination with the main virtual object.

6. The method according to claim 5, characterized in that, The step of responding to receiving a second control operation on the virtual object group and displaying the virtual object group performing a second action animation in the virtual scene in coordination with the main virtual object includes: In response to receiving the second control operation for the virtual object group, the virtual objects in the virtual object group are controlled to enter a target cooperation mode, the target cooperation mode being used to instruct the virtual objects to cooperate with the master virtual object in virtual battles; The main virtual object is displayed performing a second action animation in the virtual scene that corresponds to the target coordination mode.

7. An interactive device in a virtual scene, characterized in that, The device includes: The display module is used to display the main virtual object and the virtual object group in the virtual scene. The virtual object group belongs to the main virtual object and is an object group composed of multiple member virtual objects of the same or different types. The display module is further configured to display an interactive operation prompt when the main virtual object is within the coverage area of ​​the supply point. The interactive operation prompt is used to display the interactive operation provided by the supply point. The supply point is located at a preset position in the virtual scene. The supply point includes at least one of friendly supply points, enemy supply points, and neutral supply points. In response to the first supply point capture operation, the enemy supply point is converted into a friendly supply point. During the process of converting the enemy supply point into a friendly supply point, a capture progress bar is displayed. The capture progress bar is used to indicate the capture progress of the enemy supply point. The display module is further configured to display a supply interface in response to the interaction between the master virtual object and the supply point, wherein the supply point is used to adjust the virtual object group; wherein, displaying the supply interface in response to the interaction between the master virtual object and the supply point includes: in response to the interaction between the master virtual object and the supply point, displaying recommended supplies in the supply interface based on the battle status of the master virtual object, wherein the battle status includes at least one of the attributes of virtual objects in the virtual object group, the status of virtual objects in the virtual object group, the equipment of virtual objects in the virtual object group, and the type of virtual objects in the virtual object group, and the recommended supplies include recommended equipment and recommended type of virtual objects in the virtual object group; An interaction module is configured to adjust the virtual object group in response to an editing operation on the supply interface; wherein adjusting the virtual object group in response to an editing operation on the supply interface includes at least one of the following: adjusting the type of the virtual object group in response to a type editing operation on the supply interface; and adjusting the number of virtual objects in the virtual object group in response to a quantity editing operation on the supply interface.

8. A computer device, characterized in that, The computer device includes a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement the interaction method in the virtual scene as described in any one of claims 1 to 6.

9. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one piece of program code, which is loaded and executed by a processor to implement the interaction method in the virtual scene as described in any one of claims 1 to 6.