Control method, device, terminal, storage medium and program product of virtual object

By displaying virtual objects of the main controller and team members in a virtual scene and responding to the operation of target virtual props, the game enables collaborative combat between the virtual objects of the team members and the virtual object of the main controller. This solves the problem of unrealistic operation when players control the virtual object of the main controller alone, improves the realism and rationality of the game operation, and enhances the game experience.

CN115970286BActive Publication Date: 2026-03-27BOOMING TECH (HANGZHOU) CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-12-27
Publication Date
2026-03-27

AI Technical Summary

Technical Problem

In the game, when players control the main virtual object to use virtual items, they are prone to losing control of the team members' virtual objects, making the operation unrealistic and unreasonable.

Method used

Display the master virtual object and team member virtual objects in the virtual scene, and respond to the use of the target virtual props. Control the animation of the team member virtual objects to cooperate with the master virtual object to perform target operations, so as to realize the collaborative combat between the team member virtual objects and the master virtual object.

Benefits of technology

It enhances the realism and plausibility of virtual object manipulation, improves the gaming experience, and allows players to attack enemy targets more comprehensively and effectively through the cooperation of virtual objects among team members.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application discloses a virtual object control method and device, a terminal, a storage medium and a program product, and relates to the technical field of computers. The method comprises the following steps: displaying a master virtual object and a group member virtual object in a virtual scene, the group member virtual object being used for cooperating with the master virtual object to perform an operation; in response to a use operation on a target virtual prop, controlling the master virtual object to enter a use mode of the target virtual prop; wherein the target virtual prop is used for the master virtual object to perform a target operation; and displaying an animation in which the group member virtual object cooperates with the master virtual object to use the target virtual prop to perform the target operation on an enemy target. The application supports the group member virtual object to cooperate with the master virtual object to use the virtual prop to perform an operation (such as an attack) on the enemy target, avoids the player from being able to only independently perform virtual prop control through the master virtual object to play the game, and improves the authenticity and rationality of the operation.
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Description

TECHNICAL FIELD

[0001] Embodiments of the present application relate to the technical field of computer, and in particular, relate to a virtual object control method and device, a terminal, a storage medium and a program product. BACKGROUND

[0002] In a game application, a player can control a virtual object to attack an enemy virtual object in a virtual environment, or use a virtual prop to attack an enemy virtual object.

[0003] In related technologies, a player can control a master virtual object to use a virtual prop at a specified position in a virtual environment to attack an enemy virtual object. However, when controlling the master virtual object to use the virtual prop, the player loses control of a team virtual object corresponding to the master virtual object, and the operation is not realistic and reasonable. SUMMARY

[0004] Embodiments of the present application provide a virtual object control method and device, a terminal, a storage medium and a program product, which can support a team virtual object to cooperate with a master virtual object to use a virtual prop to perform target operation on an enemy target, thereby improving the realism and reasonableness of the operation. The technical solution is as follows.

[0005] In one aspect, a virtual object control method is provided, and the method comprises:

[0006] displaying a master virtual object and a team virtual object in a virtual scene; wherein the team virtual object in the virtual object group is used to cooperate with the master virtual object to perform an operation;

[0007] in response to a use operation on a target virtual prop, controlling the master virtual object to enter a use mode of the target virtual prop; wherein the target virtual prop is used for the master virtual object to perform a target operation;

[0008] displaying an animation of the team virtual object cooperating with the master virtual object to use the target virtual prop to perform a target operation on an enemy target.

[0009] In another aspect, a virtual object control device is provided, and the device comprises:

[0010] a virtual object display module configured to display a master virtual object and a team virtual object in a virtual scene; wherein the team virtual object in the virtual object group is used to cooperate with the master virtual object to perform an operation;

[0011] The use mode control module is configured to control the master virtual object to enter a use mode of the target virtual prop in response to a use operation on the target virtual prop, wherein the target virtual prop is used by the master virtual object to perform a target operation.

[0012] The target operation display module is configured to display an animation of the group member virtual object performing the target operation on the enemy target in cooperation with the master virtual object using the target virtual prop.

[0013] In another aspect, a terminal device is provided, which includes a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the above-mentioned virtual object control method.

[0014] In another aspect, a computer readable storage medium is provided, which stores a computer program, the computer program being loaded and executed by a processor to implement the above-mentioned virtual object control method.

[0015] In another aspect, a computer program product or computer program is provided, which includes computer instructions stored in a computer readable storage medium. A processor of a terminal device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions to cause the terminal device to perform the above-mentioned virtual object control method.

[0016] The technical solutions provided by the embodiments of the present application have at least the following beneficial effects:

[0017] By responding to the selection operation on the target virtual prop when the master virtual object carries the group member virtual object to play the game, the group member virtual object can perform the target operation (such as attack) on the enemy target in cooperation with the master virtual object using the target virtual prop, which avoids the player from controlling the master virtual object alone to manipulate the target virtual prop, thereby improving the authenticity and rationality of the operation, and further improving the game experience of the player. BRIEF DESCRIPTION OF DRAWINGS

[0018] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed in the embodiment description will be briefly introduced. Obviously, the drawings in the following description are only some embodiments of the present application, and other drawings can be obtained by those skilled in the art without creative labor.

[0019] Figure 1 is a scheme implementation environment schematic diagram provided by an embodiment of the present application;

[0020] Figure 2is a flowchart of a control method of a virtual object provided by an embodiment of the present application;

[0021] Figure 3 is a flowchart of a control method of a virtual object provided by another embodiment of the present application;

[0022] Figure 4 is a schematic diagram of a virtual scene provided by an embodiment of the present application;

[0023] Figure 5 is a schematic diagram of a master virtual object and a member virtual object provided by an embodiment of the present application;

[0024] Figure 6 is a schematic diagram of a use method of a virtual prop in a hold mode provided by an embodiment of the present application;

[0025] Figure 7 is a schematic diagram of a use mode of a target virtual prop provided by an embodiment of the present application;

[0026] Figure 8 is a schematic diagram of trajectories of low-throw and high-throw ammunition provided by an embodiment of the present application;

[0027] Figure 9 and Figure 10 is a schematic diagram of a placement method of a target virtual prop provided by an embodiment of the present application;

[0028] Figure 11 is a schematic diagram of a use method of a virtual prop in a follow mode provided by an embodiment of the present application;

[0029] Figure 12 is a schematic diagram of ammunition follow and ammunition hit information provided by an embodiment of the present application;

[0030] Figure 13 is a flowchart of a control method of a virtual object provided by another embodiment of the present application;

[0031] Figure 14 is a flowchart of a control method of a virtual object provided by yet another embodiment of the present application;

[0032] Figure 15 is a flowchart of a control method of a virtual object provided by still another embodiment of the present application;

[0033] Figure 16 is a block diagram of a control device of a virtual object provided by an embodiment of the present application;

[0034] Figure 17 is a structural block diagram of a terminal device provided by an embodiment of the present application. DETAILED DESCRIPTION

[0035] In order to make the objects, technical solutions and advantages of the present application clearer, the following further describes the embodiments of the present application with reference to the accompanying drawings. Obviously, the described embodiments are some but not all of the embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative work fall within the scope of protection of the present application.

[0036] First, the terms involved in the embodiments of the present application are briefly introduced.

[0037] 1. Virtual scene: a virtual scene displayed (or provided) by an application when running on a terminal. The virtual scene is a semi-simulated and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene is any one of a two-dimensional virtual scene, a two-and-a-half-dimensional virtual scene or a three-dimensional virtual scene, which is not limited in the embodiments of the present application. For example, the virtual scene includes sky, land, ocean, etc., the land includes desert, city, etc. environment elements, and a user can control a virtual object to move in the virtual scene. Of course, the virtual scene also includes virtual items, such as buildings, vehicles, props needed by the virtual object in the virtual scene to equip itself or interact with other virtual objects, virtual weapons for attack, etc. The virtual scene can also be used to simulate real environments under different weather conditions, such as sunny, rainy, foggy or night weather, etc. Various scene elements enhance the diversity and reality of the virtual scene.

[0038] 2. Virtual object: a virtual character that can move in a virtual scene. The movable object is a virtual person, a virtual animal, an animation character, etc. The virtual object is a virtual image in the virtual scene that represents a user. The virtual scene includes multiple virtual objects, each virtual object has its own shape and volume in the virtual scene, and occupies a part of the space in the virtual scene. Optionally, the virtual object is a character controlled by operation on a client, or an artificial intelligence (AI) set in a virtual environment through training, or a non-player character (NPC) set in a virtual scene. Optionally, the virtual object is a virtual person competing in the virtual scene. Optionally, the number of virtual objects in the virtual scene is pre-set, or dynamically determined according to the number of clients joining the virtual scene, which is not limited in the embodiments of the present application.

[0039] In the embodiments of the present application, the virtual object can include a master virtual object and a team member virtual object. The master virtual object refers to a virtual object completely controlled by a player, and the team member virtual object refers to a virtual object combined with player control and AI control.

[0040] 3. Virtual props: refer to props that virtual objects in a virtual scene can use. Taking a shooting game as an example, the shooting game is provided with a throwing prop, and is also provided with virtual launchers, virtual projectiles and other shooting props, wherein the virtual projectile is an object shot by the virtual launcher when the virtual launcher performs a launching operation, the throwing prop and the shooting prop can cause damage to a virtual object that is hit, and the game is also provided with virtual chips and other skill props, which can give the equipped virtual object corresponding operation permissions. Virtual props can also assist virtual objects to achieve a certain purpose, for example, a virtual smoke bomb can assist a virtual object to hide its shape, and embodiments of the present application do not limit the types of virtual props.

[0041] 4. Tactical competitive game: refers to a game in which at least two virtual objects compete in a single round of battle mode in a virtual environment. The virtual objects reach the goal of surviving in the virtual environment by avoiding attacks launched by other virtual objects and dangers existing in the virtual environment (such as a toxic gas ring, a marshland, etc.). When the virtual object has zero life value in the virtual environment, the life of the virtual object in the virtual environment ends, and the virtual object that survives in the virtual environment at last is the winning side. Optionally, the battle starts at the time when the first client joins the battle and ends at the time when the last client exits the battle, and each client can control one or more virtual objects in the virtual environment. Optionally, the competitive mode of the battle can include a single-player battle mode, a two-person team battle mode or a multi-person team battle mode, and embodiments of the present application do not limit the battle mode.

[0042] 5、Virtual object group: refers to a group created by a player-controlled virtual object in a virtual environment, also named as a virtual troop. The group includes at least one member virtual object, and the member virtual object that creates the group is the leader of the group, such as a host virtual object, which is responsible for managing the affairs of the group or organizing the group to fight against other groups in the virtual environment. There are troop tasks in the game, which need the cooperation of the member virtual objects in the virtual troop to complete. When the troop task is completed, the virtual troop will obtain a troop reward, and each member virtual object in the virtual troop will also obtain a reward. The troop recruits more members by promoting the level, further expanding the troop size. Exemplarily, a virtual object group includes member virtual objects of the same type, and the type of the virtual object group is determined according to the type of the member virtual objects. For example: the virtual object group is implemented as a long-range artillery troop, and the member virtual objects therein are long-range artillery virtual objects; or the virtual object group is implemented as a close-range infantry troop, and the member virtual objects therein are close-range infantry virtual objects; or the virtual object group is implemented as a cavalry troop, and the member virtual objects therein are cavalry virtual objects, and the like. The above are only illustrative examples, and the virtual object group can also be implemented as a long-range archery troop, a long-range musketeer troop, a close-range polearm troop, a close-range shield troop, and the like, which are not limited in the embodiments of the present application.

[0043] Please refer to Figure 1 which shows a schematic diagram of a scheme implementation environment provided by an embodiment of the present application. The scheme implementation environment can be implemented as an architecture of a control system of a virtual object, and the implementation environment can include a terminal device 10 and a server 20.

[0044] The terminal device 10 can be an electronic device such as a mobile phone, a tablet computer, a game console, a multimedia playback device, a PC (Personal Computer), and the like. The terminal device 10 can install a client of a target application program, such as a client of a game application program, a simulation learning application program, a VR (Virtual Reality) application program, an AR (Augmented Reality) application program, a social application program, an interactive entertainment application program, and the like.

[0045] The server 20 is configured to provide background services for the client of the target application program (such as a game application program) in the terminal device 10. For example, the server 20 can be a background server of the target application program (such as a game application program) described above. The server 20 can be a server, or a server cluster composed of multiple servers, or a cloud computing service center.

[0046] The terminal device 10 and the server 20 can communicate with each other through a network 30. The network 30 can be a wired network or a wireless network.

[0047] Exemplarily, taking a client of a game application installed and running in the terminal device 10 as an example. After the player selects the virtual object group corresponding to the host virtual object, the client displays a virtual environment of a game match, and displays the host virtual object and the member virtual objects in the virtual object group in the virtual environment. In response to the selection operation of the player for the cooperation mode and the use operation for the target virtual prop, the client displays an animation of the member virtual objects cooperating with the host virtual object to attack the enemy target using the target virtual prop in the cooperation mode. For example, taking a battle match as an example, the member virtual objects can be virtual soldiers, and the host virtual object can be a virtual general. The virtual soldiers can resist the enemy virtual objects to protect the virtual general when the virtual general uses the target virtual prop (such as a virtual crossbow, a virtual catapult, etc.), help the virtual general attack the enemy target using the target virtual prop (such as a virtual siege tower, a virtual car crash, etc.), and cooperate with the virtual general to attack the enemy target when the virtual general uses the target prop. The embodiments of the present application are not limited in this regard.

[0048] Please refer to Figure 2 which shows a flowchart of a virtual object control method provided by an embodiment of the present application. The execution subject of each step of the method can be Figure 1 The terminal device 10 in the implementation environment of the scheme shown in the figure, such as a client of a target application installed and running in the terminal device 10, the method can include the following steps (steps 201-203):

[0049] Step 201, display the host virtual object and the member virtual objects in the specified virtual object group in the virtual scene.

[0050] The host virtual object is a virtual object independently configured in a host object configuration interface.

[0051] Exemplarily, there is a host object configuration interface in the game, which is used to independently configure the host virtual object controlled by the player. For example, the player switches the appearance, clothes, virtual props, virtual mounts, etc. of the host virtual object in the host object configuration interface.

[0052] In some embodiments, the specified virtual object group is used to indicate the selected virtual object group.

[0053] Exemplarily, based on the selection operation for the specified virtual object group in the multiple candidate virtual object groups, the host virtual object and the member virtual objects in the specified virtual object group are displayed in the virtual scene.

[0054] Optionally, the virtual object group is composed of a plurality of same or different kind of group member virtual objects. The kind is used to indicate the type of the group member virtual object. The virtual object group can include both same kind of group member virtual objects and different kind of group member virtual objects.

[0055] In the virtual object group composed of same kind of group member virtual objects, it is indicated that the different group member virtual objects in one virtual object are of the same type. In the virtual object group composed of different kind of group member virtual objects, it is indicated that the different group member virtual objects in one virtual object can be of different types, for example, a virtual object group composed of 3 virtual objects of kind A and 2 virtual objects of kind B.

[0056] In the embodiments of the present application, the group member virtual objects in the virtual object group are taken as same kind of group member virtual objects for example.

[0057] For example, in a virtual war game corresponding to a virtual object group selection interface, a plurality of candidate virtual object groups are included, for example, in virtual object group 1, 50 group member virtual objects are included, and the 50 group member virtual objects belong to same kind of virtual objects, for example, the 50 group member virtual objects all belong to virtual objects of the melee infantry type.

[0058] For example, in a virtual war game corresponding to a virtual object group selection interface, a plurality of candidate virtual object groups are included, for example, in virtual object group 2, 5 group member virtual objects are included, and the 5 group member virtual objects belong to same kind of virtual objects, for example, the 5 group member virtual objects all belong to virtual objects of the mage type.

[0059] Optionally, the number of group member virtual objects in the virtual object group is configured by default, for example, virtual object group 1 is fixed with 50 group member virtual objects; or the number of group member virtual objects in the virtual object group is configured by the player, for example, the player configures virtual object group 1 to contain 30 group member virtual objects; or the number of group member virtual objects in the virtual object group changes with the game progress, for example, the number of group member virtual objects increases with the level of the virtual object controlled by the player, and the level of the virtual object controlled by the player increases by one level, and one group member virtual object is added in virtual object group 1.

[0060] For example, virtual object group A is a candidate virtual object group displayed in the virtual object group selection interface, which is a virtual object group of the cavalry type, and the group member virtual objects therein are virtual objects of the cavalry type; or virtual object group B is a candidate virtual object group displayed in the virtual object group selection interface, which is a virtual object group of the melee infantry type, and the group member virtual objects therein are virtual objects of the melee infantry type.

[0061] Alternatively, the virtual object categories corresponding to different candidate virtual object groups are different. Illustratively, the virtual object group selection interface includes virtual object group A, virtual object group B, and virtual object group C. Among them, virtual object group A is a virtual object group of cavalry type, virtual object group B is a virtual object group of close combat infantry type, and virtual object group C is a virtual object group of long-range artillery type, that is, the virtual object categories corresponding to different candidate virtual object groups are different.

[0062] Alternatively, the virtual object categories corresponding to different candidate virtual object groups can be the same. Illustratively, the virtual object group selection interface includes virtual object group A, virtual object group B, and virtual object group C. Among them, virtual object group A is a virtual object group of cavalry type, virtual object group B is a virtual object group of close combat infantry type, and virtual object group C is also a virtual object group of close combat infantry type, that is, the virtual object categories corresponding to different candidate virtual object groups can be the same (the category of virtual object group A is the same as that of virtual object group C).

[0063] It is worth noting that the above is only an illustrative example, and the embodiments of the present application are not limited in this regard.

[0064] In an optional embodiment, the virtual object category corresponds to a virtual battle mode of the virtual object in the virtual scene.

[0065] Illustratively, virtual object group A is a virtual object group of cavalry type, and virtual object group B is a virtual object group of close combat infantry type. According to the difference in virtual object category, different virtual object categories correspond to different virtual battle modes.

[0066] For example, the team member virtual objects in virtual object group A are virtual objects of cavalry type. When the team member virtual objects in virtual object group A perform virtual battle in the virtual scene, a virtual battle mode corresponding to the cavalry type is adopted for virtual battle, such as: the team member virtual objects in virtual object group A attack enemy virtual objects on horseback, and the attack mode on horseback is taken as the virtual battle mode corresponding to the cavalry type.

[0067] Alternatively, the team member virtual objects in virtual object group B are virtual objects of close combat infantry type. When the team member virtual objects in virtual object group B perform virtual battle in the virtual scene, a virtual battle mode corresponding to the close combat infantry type is adopted for virtual battle, such as: the team member virtual objects in virtual object group B use virtual spears to attack enemy virtual objects within a certain distance range on the virtual ground, and the attack mode using virtual spears on the virtual ground is taken as the virtual battle mode corresponding to the close combat infantry type, etc.

[0068] Alternatively, the member virtual objects in the virtual object group C are virtual objects for placing obstacles, and when the member virtual objects in the virtual object group C perform the virtual battle in the virtual scene, the member virtual objects place obstacles at positions determined by the player, or place virtual obstacles in front of the current positions of the member virtual objects, and the like. The above-mentioned obstacle placement manner is referred to as "palisade", and the virtual battle is assisted by the "palisade" manner.

[0069] In an optional embodiment, a virtual object group selection interface is displayed; and based on a selection operation on a specified virtual object group in the plurality of candidate virtual object groups, a host virtual object and member virtual objects in the specified virtual object group are displayed in the virtual scene.

[0070] The virtual object group selection interface is configured to provide selection of at least one candidate virtual object in the plurality of candidate virtual object groups.

[0071] Optionally, after the plurality of candidate virtual object groups in the virtual object group selection interface is displayed, the player selects at least one virtual object group from the plurality of candidate virtual object groups as the specified virtual object group, so as to realize the selection operation on the specified virtual object group.

[0072] For example, the plurality of candidate virtual object groups includes a candidate virtual object group M, a candidate virtual object group L, and a candidate virtual object group N. The player selects the candidate virtual object group M from the three candidate virtual object groups as the specified virtual object group, so as to display the host virtual object and the member virtual objects in the candidate virtual object group M in the virtual scene, so that the member virtual objects in the candidate virtual object group M participate in the virtual battle; or the player selects the candidate virtual object group M and a virtual object group N from the three candidate virtual object groups as the specified virtual object group based on the battle requirement, so as to display the host virtual object, the member virtual objects in the candidate virtual object group M, and the member virtual objects in the candidate virtual object group N in the virtual scene, so that the member virtual objects in the candidate virtual object group M and the member virtual objects in the virtual object group N participate in the virtual battle, and the like.

[0073] In an optional embodiment, at least one candidate virtual object group in the plurality of candidate virtual object groups is recommended based on a virtual battle requirement of the virtual scene.

[0074] For example, when the virtual scene is implemented as a melee virtual scene, the virtual battle requirement corresponding to the melee virtual scene is usually implemented as a melee requirement. The candidate virtual object group M in the three candidate virtual object groups is a candidate virtual object group composed of melee infantry type member virtual objects, and the candidate virtual object group M is recommended based on the above-mentioned melee requirement.

[0075] Exemplarily, the candidate virtual object group M is recommended in a special effect manner, for example: the candidate virtual object group M is highlighted to implement the process of recommending the candidate virtual object group M; or the candidate virtual object group M is recommended in an enlarged manner, for example: the selection box corresponding to the candidate virtual object group M is enlarged to implement the process of recommending the candidate virtual object group M, and the like.

[0076] Optionally, the candidate virtual object group indicated by the recommendation result is taken as a recommended virtual object group, a selection operation on the recommended virtual object group is received, and the host virtual object and the group member virtual objects in the recommended virtual object group are displayed in the virtual scene.

[0077] In step 202, in response to receiving the first control operation on the host virtual object, a first action animation corresponding to the first control operation is displayed in the virtual scene.

[0078] Exemplarily, the first control operation is used to indicate an operation manner of controlling the host virtual object to perform a corresponding action in the virtual scene.

[0079] For example, the first control operation is used to control the host virtual object to perform an attack action in the virtual scene, and based on the first control operation, the host virtual object is controlled to perform an attack in the virtual scene; or the first control operation is used to control the host virtual object to perform a running action in the virtual scene, and based on the first control operation, the host virtual object is controlled to perform a running in the virtual scene; or the first control operation is used to control the host virtual object to perform a crawling action in the virtual scene, and based on the first control operation, the host virtual object is controlled to perform a crawling in the virtual scene, and the like.

[0080] Based on the received first control operation on the host virtual object, a first action animation corresponding to the first control operation is displayed in the virtual scene.

[0081] The first action animation is used to show a form of action corresponding to the first control operation.

[0082] For example, the first control operation is used to control the host virtual object to perform an attack action in the virtual scene, and the first action animation corresponding to the first control operation is implemented as an attack animation; or the first control operation is used to control the host virtual object to perform a running action in the virtual scene, and the first action animation corresponding to the first control operation is implemented as a running animation; or the first control operation is used to control the host virtual object to perform a crawling action in the virtual scene, and the first action animation corresponding to the first control operation is implemented as a crawling animation, and the like.

[0083] In step 203, in response to receiving the second control operation for the specified virtual object group, a second action animation of the specified virtual object group performing the action in cooperation with the master virtual object in the virtual scene is displayed.

[0084] For example, the second control operation is used to indicate an operation mode of controlling the virtual object group to perform the action in cooperation with the master virtual object in the virtual scene.

[0085] In an optional embodiment, in response to receiving the second control operation for the specified virtual object group, the group member virtual objects in the specified virtual object group are controlled to enter the target cooperation mode.

[0086] Optionally, after the master virtual object and the group member virtual objects in the specified virtual object group are displayed 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.

[0087] In an optional embodiment, in response to receiving the triggering operation of the cooperation mode selection control, the target cooperation mode is determined.

[0088] For example, a plurality of cooperation mode selection controls are displayed in the virtual scene, different cooperation mode selection controls correspond to different cooperation modes, and based on the triggering operation of the cooperation mode selection control by the player, the target cooperation mode of the group member virtual objects in the specified object group for the virtual battle is determined.

[0089] The target cooperation mode is used to indicate that the group member virtual objects cooperate with the master virtual object in the virtual battle.

[0090] For example, after the target cooperation mode is determined, the group member virtual objects move, attack, and the like in the virtual scene based on the target cooperation mode, thereby cooperating with the master virtual object in the virtual battle in the virtual scene.

[0091] In an optional embodiment, the group member virtual objects perform a second action animation corresponding to the target cooperation mode in the virtual scene is displayed.

[0092] For example, when the player performs the selection operation on the target cooperation mode, the second action animation is displayed, and the second action animation is used to show the group member virtual objects performing the action corresponding to the target cooperation mode in the virtual scene.

[0093] Optionally, the second action animation includes the group member virtual objects performing an action animation corresponding to the target cooperation mode on an enemy virtual object.

[0094] The enemy virtual object is used to indicate a virtual object in a different camp from the master virtual object, and the camp corresponding to the master virtual object and the camp corresponding to the enemy virtual object perform a virtual battle in the virtual scene.

[0095] 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.

[0096] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.

[0097] In summary, upon receiving a selection operation for a specified virtual object group, the system displays the independently configured master virtual object in the master object configuration interface, as well as the member virtual objects within the specified virtual object group, all within the virtual scene. This method avoids players only controlling the master virtual object during gameplay. By using a second control operation on the specified virtual object group, players can mobilize the member virtual objects within that group to cooperate with the master virtual object in virtual battles. This not only enriches the gameplay but also allows players to launch more comprehensive and powerful attacks on enemy virtual objects, significantly enhancing the realism of the virtual scene interface and improving the player's gaming experience.

[0098] Please refer to Figure 3 It illustrates a flowchart of a virtual object control method provided in another embodiment of this application, wherein the execution entity of each step of the method can be... Figure 1 In the implementation environment of the scheme shown, the terminal device 10, such as the client of the target application installed and running on the terminal device 10, may include the following steps (steps 301 to 303):

[0099] Step 301: Display the master virtual object and the member virtual objects in the virtual object group in the virtual scene; wherein, the member virtual objects in the virtual object group are used to cooperate with the master virtual object to perform operations.

[0100] A virtual scene is a virtual scene displayed (or provided) by an application when it runs on a terminal. In this application's embodiments, the virtual scene may refer to the virtual scene corresponding to a game match in a tactical competitive game. For example, see reference... Figure 4 The user interface 400 displays a virtual scene corresponding to a war game match. This virtual scene may include a virtual city 401, target virtual items 402, a main virtual object 403, a virtual battlefield 404, etc. For example, in a shooting game match, the virtual scene may include virtual houses, virtual forests, virtual rivers, etc. This embodiment of the application does not limit the virtual environment.

[0101] The master virtual object can be operated by a player, and the player can perform partial control operations on the member virtual objects by controlling the master virtual object. For example, the player can issue an attack instruction to a specified position by controlling the master virtual object, so that the member virtual objects launch an attack on the specified position. For another example, the player can issue an aggregation instruction to a specified position by controlling the master virtual object, so that the member virtual objects aggregate to the specified position. Alternatively, the client is provided with multiple candidate virtual object groups, and the player can select a specified virtual object group for the master virtual object from the multiple candidate virtual object groups. The number of member virtual objects in a virtual object group can be set and adjusted, such as 20, 30, 50, 100, etc.

[0102] Different virtual object groups can correspond to different types, and the type of a virtual object group can be determined according to the type of the member virtual objects. For example, virtual object group 1 includes 50 member virtual objects, and the 50 member virtual objects all belong to virtual objects of the melee infantry type, so virtual object group 1 belongs to a virtual object group of the melee infantry type. Virtual object group 2 includes 30 member virtual objects, and the 30 member virtual objects all belong to virtual objects of the cavalry type, so virtual object group 2 belongs to a virtual object group of the cavalry type. Virtual object group 3 includes 20 member virtual objects, and the 20 member virtual objects all belong to virtual objects of the archer type, so virtual object group 3 belongs to a virtual object group of the archer type. In some possible embodiments, the player can select one or more virtual object groups for the master virtual object. The number of member virtual objects in a virtual object group can be adjusted by the player.

[0103] The battle mode of the member virtual objects in the virtual scene corresponds to the type of the member virtual objects. For example, assume that virtual object group A is a virtual object group of the cavalry type, and virtual object group B is a virtual object group of the melee infantry type. When the member virtual objects in virtual object group A perform a virtual battle in the virtual scene, they perform the virtual battle in a battle mode corresponding to the cavalry type. For example, the member virtual objects in virtual object group A attack enemy virtual objects on horseback. When the member virtual objects in virtual object group B perform a virtual battle in the virtual scene, they perform the virtual battle in a battle mode corresponding to the melee infantry type. For example, the member virtual objects in virtual object group B attack enemy virtual objects within a certain distance range on the virtual ground using virtual spears.

[0104] For example, referring to Figure 5 , the master virtual object 501 leads multiple member virtual objects 502 to attack enemy virtual objects 503 in the form of a battle unit in the virtual battlefield. The member virtual objects 502 follow the command of the master virtual object 501, and the master virtual object 501 is controlled by the player.

[0105] The hostile virtual object refers to a virtual object in the game match that is in a different camp from the host virtual object. The hostile virtual object can include a hostile host virtual object and a hostile group member virtual object. In one example, the game match includes at least two different camps, and each camp can correspond to a plurality of host virtual objects, such as 10, 15, 20, or the like. For example, each camp can include 15 host virtual objects, and each host virtual object can correspond to 100 group member virtual objects, so as to realize a battle between a thousand-man army.

[0106] In the embodiments of the present application, the group member virtual object can operate in cooperation with the host virtual object in different cooperation modes. For example, the cooperation mode can include a hold mode, a follow mode, an attack mode, and the like. The group member virtual object in the hold mode is arranged in a specified formation at a specified position; the group member virtual object in the follow mode follows the host virtual object in the virtual scene for battle, and can assist the host virtual object in using the target virtual prop for battle in response to the operation of the user; and the group member virtual object in the attack mode battles in the form of an army in the virtual scene, and does not need to follow the host virtual object.

[0107] For example, taking the hold mode as an example, referring to Figure 6 , the group member virtual object 601 in the hold mode is arranged in a specified formation (such as a circular array) at a specified position (such as around the host virtual object) for holding, so as to protect the host virtual object 602, so that the host virtual object 602 can normally use the target virtual prop 603 to attack the hostile virtual object. The specified formation and the specified position can be in a default form, or can be set by the player, and the embodiments of the present application do not limit this.

[0108] In step 302, the host virtual object is controlled to enter a use mode of the target virtual prop in response to the use operation on the target virtual prop; wherein the target virtual prop is used for the host virtual object to perform a target operation.

[0109] The target virtual prop can refer to any virtual prop provided by the client, such as a virtual bed crossbow, a virtual catapult, a virtual siege tower, a virtual car crash, a virtual cannon, a virtual vehicle, and the like, and the embodiments of the present application do not limit this. The target operation refers to an operation that needs to be completed by means of the target virtual prop. For example, after the host virtual object enters the use mode of the target virtual prop, the host virtual object can control the attack direction, the attack mode, the attack position, and the like of the target virtual prop, so as to complete the target operation through the target virtual prop. For example, shooting through a virtual bed crossbow, attacking a city through a virtual siege tower, and carrying people through a virtual vehicle, and the embodiments of the present application do not limit this.

[0110] For example, referring to Figure 4 and Figure 7In response to the player pressing the "F" key on the keyboard, the client controls the master virtual object 403 to enter the use mode of the target virtual prop 402. After the master virtual object 403 enters the use mode of the target virtual prop 402, the client switches the display of the virtual environment from the perspective of the master virtual object 403 to the perspective of the target virtual prop 402, and can also display the master virtual object 403 beside the target virtual prop 402 to indicate that the master virtual object 403 is using the target virtual prop 402. The user interface 400 also displays auxiliary information of the target virtual prop 402, such as a rotation scale, an attack position, an attack direction, and the like. The player can adjust the attack angle, attack position, attack direction, and the like of the target virtual prop 402 by controlling the master virtual object 403. In some embodiments, after the master virtual object 403 enters the use mode of the target virtual prop 402, the master virtual object 403 cannot move and needs to be protected by the team member virtual object. Alternatively, in response to the player pressing the "F" key on the keyboard again, the client controls the master virtual object 403 to exit the use mode of the target virtual prop 402.

[0111] The embodiments of the present application do not limit the types of virtual props. In an example, virtual props can be divided into multi-person use types and single-person use types. The multi-person use type can further include a non-master use type and a master-slave mixed use type, and the single-person use type can include a non-master type and a master type. The non-master type of virtual prop refers to a virtual prop used by a team member virtual object. The team member virtual object can complete the use of the non-master type of virtual prop under the control of AI or under the control of the master virtual object, such as a virtual siege tower and a virtual car crash. The master-slave mixed type of virtual prop can refer to a virtual prop used by the master virtual object and the team member virtual object together, such as a virtual bed crossbow and a virtual catapult. The master type of virtual prop is used by the master virtual object alone, such as a virtual cannon, a virtual swarm, and a virtual fire arrow.

[0112] Alternatively, according to different functions, virtual props can be divided into shooting type virtual props, siege type virtual props, and defense type virtual props. For the shooting type virtual prop, the virtual prop can be classified according to the type of ammunition. For example, according to the trajectory of the ammunition, the virtual prop can be divided into two types: straight shooting and throwing.

[0113] The straight shooting type of virtual prop: after adjusting the attack direction of the virtual prop, in response to the shooting trigger operation of the player, the ammunition is straightly shot according to the pre-set initial speed, gravity acceleration, and other parameters. The player can continue to adjust the attack direction of the virtual prop by referring to the result of the last shooting. The virtual prop of this type can include a general cannon, a French field artillery, and a virtual bed crossbow.

[0114] Virtual props of projectile type: there are two trajectories of low and high projection according to the position of the ammunition launch and the position of the ammunition final attack. Based on the projectile characteristics of the virtual props of projectile type, auxiliary lines can be added to the trajectory of the ammunition to indicate to the player the moving trajectory of the ammunition and the final attack position. Optionally, such virtual props are initially activated by default in low projection mode, and the player can adjust the pitch and yaw of such virtual props through the two-dimensional movement data mapped by the mouse. In the case of the angle of pitch reaching the low projection range limit distance, if the two-dimensional movement data mapped by the mouse in the vertical direction continues to increase, such virtual props will continue to adjust the final attack position of the ammunition in high projection mode. Such virtual props can include mortar, incendiary pot thrower, catapult, etc. For example, referring to Figure 8 , the arc of the ammunition trajectory 802 of the target virtual prop 801 in low projection mode is much smaller than the arc of the ammunition trajectory 803 of the target virtual prop 801 in high projection mode.

[0115] Optionally, virtual props can also be divided into continuous damage type and close-range scattering type according to the type of ammunition.

[0116] Virtual props of continuous damage type: the player can continuously launch ammunition with such virtual props and can adjust the attack direction of the virtual prop during the launch, such as a swarm, a fire arrow, etc.

[0117] Virtual props of close-range scattering type: close-range priority is used, which has extremely high damage at extremely close range. When such virtual props are triggered, a large amount of ammunition will quickly scatter around after leaving the virtual prop, such as an iron sand cannon, etc.

[0118] Optionally, virtual props can also be divided into penetration type and explosion type according to the state when the ammunition touches the target (such as dynamic objects or dynamic objects).

[0119] Virtual props of penetration type: the ammunition fired by such virtual props generally ignores the collision relationship after hitting the target and continues to move according to the trajectory until it hits the scene static object or passes through a certain number of targets. For example, the arrow fired by a virtual crossbow can penetrate two targets; the cannonball of a French field artillery can penetrate the targets on the path instead of exploding.

[0120] Virtual props of explosion type: the ammunition fired by such virtual props generally stops moving after hitting the first target (or static object) and converts into explosion damage within a certain radius. For example, the cannonball fired by a general cannon will explode and damage enemies within a certain radius after hitting the first target.

[0121] The hostile target can include hostile virtual objects and things owned by the enemy camp (such as virtual castles, virtual vehicles, virtual defense devices, etc.). In one example, different virtual props are suitable for different virtual scenes, and the player can select virtual props according to the virtual scene. Exemplarily, virtual props can be used to destroy virtual city walls, virtual city gates, etc. Such virtual props can include virtual siege cars, virtual siege towers, virtual catapults, etc. For example, virtual siege cars, virtual siege towers, etc. can be pushed by the member virtual object to the virtual city wall or the virtual city gate for destruction, and the catapults, etc. can be selected by the master virtual object to specify the area, and the stone is called to suppress the specified area. The virtual city wall can be destroyed during the level process to open a path to the city. Virtual city walls, virtual city gates, etc. are generally difficult to be destroyed by means other than virtual props. Virtual props with cannonballs as ammunition are also suitable for destroying virtual city walls, virtual city gates, etc.

[0122] Optionally, virtual props can be used to attack the master virtual object: since the life value of the master virtual object is generally higher than that of the member virtual object, virtual props that can cause a large amount of damage at one time and accurately are powerful in this case, such as virtual bed crossbows, iron sand cannons, etc.

[0123] Optionally, virtual props can be used to attack the member virtual object: such virtual props can perform large-area indiscriminate attacks.

[0124] Optionally, the player can set virtual props according to the use requirements, or directly use virtual props provided by the client or set by other master virtual objects in the own camp, and the embodiments of the present application do not limit this.

[0125] In one example, the setting process of the virtual prop can be as follows: in response to receiving a first setting operation, a first scene map corresponding to the field of view range of the master virtual object is displayed; receiving a selection operation of a first setting position in the first scene map, controlling the master virtual object to set a target virtual prop at the first setting position.

[0126] The first setting operation is used to set the target virtual prop. For example, after the player selects the target virtual prop, the client receives the first setting operation for the target virtual prop to set the target virtual prop. The first scene map is used to indicate the area covered by the field of view range of the master virtual object in the virtual scene. For example: the field of view range of the master virtual object is a circular range of 50 meters square in the virtual scene, that is, a circular range with the master virtual object as the center and a radius of 50 meters is taken as the field of view range of the master virtual object; or the field of view range of the master virtual object is a fan-shaped area of 140° and 200 meters, and the fan-shaped area is taken as the field of view range of the master virtual object, etc.

[0127] The first setting position refers to a position selected by the player in the first scene map for setting the target virtual prop. Illustratively, the first setting position can be a center position of a target region in the first scene map, which matches the space occupied by the target virtual prop. For example, the player performs a clicking operation on a point in the first scene map, taking the point as the first setting position, thereby realizing the selection operation on the first setting position; or the player performs a box selection operation on a region in the first scene map, taking the center position of the region enclosed by the box selection operation as the first setting position, thereby realizing the selection operation on the first setting position.

[0128] In some embodiments, since the virtual prop needs a certain area for placement, the target region should also satisfy the following conditions: the area of the target region is greater than or equal to the area occupied by the target virtual prop, and the shape of the target region is adapted to the base of the target virtual prop. In addition, in the case where there is an obstacle in the target region, the target virtual prop cannot be placed. In other embodiments, the virtual prop can be placed on flat ground or a slope with a certain angle. For a slope with too large an angle, the target virtual prop cannot be placed.

[0129] For example, referring to Figure 9 and Figure 10 , in response to the player pressing the "G" key on the keyboard, the client displays a virtual prop carousel, which displays a plurality of candidate virtual props. In response to the player's triggering operation on the region corresponding to the target virtual prop 902 in the virtual prop carousel, the client displays a three-dimensional model corresponding to the target virtual prop 902 in front of the master virtual object 901. On flat ground and a slope with a certain angle, the three-dimensional model is in a transparent state, indicating that the target virtual prop 902 can be placed. In the case of a large-angle slope or a placement region with an obstacle, the three-dimensional model is in a red transparent state (indicated by a dashed line in Figure 10 ).

[0130] In another example, the setting process of the virtual prop can also be as follows: in response to receiving the second setting operation, a second scene map corresponding to the virtual scene is displayed; receiving a selection operation on a second setting position in the second scene map, and controlling the master virtual object to set the target virtual prop at the second setting position.

[0131] The second scene map is a thumbnail map of the virtual scene. The second setting operation is used for setting the target virtual prop. The second setting position refers to a position selected by the player in the second scene map for setting the target virtual prop. Illustratively, the player performs a clicking operation on a point in the second scene map, and the point is taken as the second setting position, so as to realize the selection operation on the second setting position; or the player performs a frame selection operation on a region in the second scene map, and a center position of the region surrounded by the frame selection operation is taken as the second setting position, so as to realize the selection operation on the second setting position.

[0132] In step 303, an animation of the group member virtual object cooperating with the master virtual object to use the target virtual prop to perform the target operation on the enemy target is displayed.

[0133] In one example, the master virtual object and the group member virtual object need to cooperate to use the target virtual prop. Illustratively, the target number of group member virtual objects adjust the position of the target virtual prop under the control of the master virtual object, and the master virtual object on the target virtual prop adjusts the direction of the target virtual prop to perform the target operation on the enemy target.

[0134] For example, the target virtual prop is a virtual mobile cannon, the virtual war horse can drag the cannon platform, and 2 group member virtual objects can control the virtual war horse to drag the virtual mobile cannon, and then the master virtual object can adjust the firing direction of the cannon platform on the cannon platform to perform the shooting on the local target.

[0135] In another example, the target virtual prop can be used by the group member virtual object alone. Illustratively, the target number of group member virtual objects move the target virtual prop to a target position, and the master virtual object performs the target operation on the enemy target through the target virtual prop at the target position.

[0136] For example, the target virtual prop is a virtual siege engine, and then the target number of group member virtual objects push the virtual siege engine to the bottom of the city wall of the enemy virtual object, and the master virtual object and the group member virtual object can both climb the city wall through the virtual siege engine to attack the enemy virtual object.

[0137] In still another example, in the process that the master virtual object uses the target virtual prop to perform the target operation on the enemy target, the target number of group member virtual objects replenish virtual loading for the target virtual prop.

[0138] For example, in the process that the master virtual object uses a virtual cannon to attack the enemy virtual object, the target number of group member virtual objects replenish virtual ammunition for the virtual cannon.

[0139] In still another example, the target number of member virtual objects target the enemy target through the target virtual prop, and the master virtual object can selectively target the enemy target through the target virtual prop.

[0140] For example, in the process of using the virtual ram to hit the virtual city gate, the master virtual object can choose to use the virtual ram to hit the virtual city gate together with the member virtual objects, or the master virtual object can choose to control the member virtual objects to hit the virtual city gate using the virtual ram on the side.

[0141] In another embodiment of the present application, when the cooperation mode of the member virtual objects is the holding mode, the client displays the member virtual objects arranged in a specified formation at a specified position, and in the process of the master virtual object attacking the enemy virtual prop using the target virtual prop, the member virtual objects resist the attacking enemy virtual objects to protect the master virtual object from being attacked so that the master virtual object can normally use the target virtual prop to attack the enemy target. For example, referring to Figure 6 , the member virtual objects 601 (shielded swordmen) are distributed around the master virtual object 602 in a defensive formation to protect the master virtual object 602 so that the master virtual object 602 can normally use the target virtual prop 603 to attack the enemy target.

[0142] Alternatively, when the cooperation mode of the member virtual objects is the following mode, the client displays the member virtual objects following the master virtual object or around the master virtual object, and in the process of the master virtual object attacking the enemy target using the target virtual prop, the member virtual objects attack the enemy virtual objects using their corresponding virtual weapons. For example, referring to Figure 11 , the member virtual objects 1101 are virtual objects of the archer type, and in the process of the master virtual object attacking the enemy target using the target virtual prop 1102, the member virtual objects 1101 attack the enemy virtual objects within the master control area range 1103 of the master virtual object, which is the preset attack range of the master virtual object in the following mode.

[0143] Alternatively, when the cooperation mode of the member virtual objects is the attack mode, the client displays the member virtual objects in the form of a battle group in the virtual scene, and in the process of the master virtual object attacking the enemy target using the target virtual prop, the member virtual objects attack the enemy virtual objects in the virtual scene. For example, the member virtual objects are virtual objects of the cavalry type, and in the process of the master virtual object attacking the enemy target using the target virtual prop, the member virtual objects attack the enemy virtual objects in the virtual scene in the form of a battle group.

[0144] Optionally, for the shooting type virtual prop, after the ammunition is fired, the trajectory of the ammunition can be tracked and displayed through a trajectory viewing control, or the ammunition hit information can be displayed through a hit situation viewing control, so that the player can adjust the firing of the virtual prop according to the firing result.

[0145] For example, referring to Figure 12 After the target virtual prop fires the ammunition 1201, in response to the player pressing the "Z" key on the keyboard, the client displays the trajectory of the ammunition 1201, thereby facilitating the player to subsequently adjust the attack direction and attack angle of the target virtual prop. Alternatively, in response to the player pressing the "Z" key on the keyboard, the client simultaneously displays the ammunition hit information 1202 of the ammunition 1201.

[0146] To sum up, the technical scheme provided by the embodiments of the present application, in the case of the main control virtual object carrying the team member virtual object to play the game, in response to the selection operation for the target virtual prop, the team member virtual object can cooperate with the main control virtual object to use the target virtual prop to perform the target operation (such as attack) on the enemy target, avoiding the player having to control the main control virtual object alone to control the target virtual prop, thereby improving the authenticity and rationality of the operation, and further improving the game experience of the player.

[0147] In addition, the embodiments of the present application provide a plurality of types of virtual props, thereby improving the game playing dimension in the game playing process, and further improving the game experience of the player. In addition, for different virtual props, the player can control the team member virtual object to cooperate with the main control virtual object to use the target virtual prop in different modes, further improving the authenticity and rationality of the operation.

[0148] In an optional embodiment, the target virtual prop is of a multi-person use type, such as Figure 13 As shown in the above Figure 3 The control method of the virtual object in the embodiments shown above can also be implemented as the following steps (steps 1301-1304).

[0149] Step 1301, displaying a main control virtual object and a team member virtual object in a virtual scene; wherein the team member virtual object in the virtual object group is used to cooperate with the main control virtual object to perform an operation.

[0150] Step 1302, in response to a use operation for a target virtual prop, controlling the main control virtual object to enter a use mode of the target virtual prop; wherein the target virtual prop is used for the main control virtual object to perform a target operation.

[0151] Steps 1301 and 1302 are the same as the above-described embodiments, and the content not described in the embodiments of the present application can refer to the above-described embodiments, which will not be described here again.

[0152] Step 1303, in response to the use operation on the target virtual prop, determining a target number of group member virtual objects from the virtual object group; wherein the target number is the number of virtual objects required to control the target virtual prop.

[0153] The target virtual prop in the embodiments of the present application is of a multi-person use type, and the master virtual object needs to use the target virtual object with the cooperation of the group member virtual objects. For example, in the case of a virtual bed bow, one group member virtual object is needed to load the virtual bed bow with virtual arrows, and one group member virtual object is needed to adjust the attack direction and attack angle of the virtual bed bow. Wherein the target number is two. In the case of a virtual stone-throwing device, three group member virtual objects are needed to load the virtual bed bow with stones, and two group member virtual objects are needed to adjust the throwing direction and throwing angle of the virtual stone-throwing device. Wherein the target number is five. For another example, in the case of a virtual siege tower, thirty group member virtual objects are needed to push the virtual siege tower, and the master virtual object can control the moving direction of the virtual siege tower. Wherein the target number is thirty.

[0154] Optionally, the target virtual prop can be completely controlled by the group member virtual objects, or can be commanded and controlled by the master virtual object, which is not limited in the embodiments of the present application.

[0155] In one example, the target virtual prop needs to be controlled by multiple master virtual objects. For example, in the case of a virtual ship, part of the group member virtual objects provide power for the virtual ship, part of the group member virtual objects provide defense for the virtual ship, part of the master virtual objects control the moving direction of the virtual ship, and part of the master virtual objects control the moving speed of the virtual ship, etc.

[0156] Step 1304, displaying the target number of group member virtual objects, the animation of the group member virtual objects cooperating with the master virtual object to use the target virtual prop to perform the target operation on the enemy target, and the remaining group member virtual objects in the virtual object group performing the specified operation on the enemy target.

[0157] In one example, the master virtual object and the group member virtual object need to cooperate to use the target virtual prop. Illustratively, the target number of group member virtual objects adjusts the position of the target virtual prop under the control of the master virtual object, and the master virtual object on the target virtual prop adjusts the direction of the target virtual prop to perform the target operation on the enemy target.

[0158] For example, the target virtual prop is a virtual mobile cannon, the virtual war horse can drag the cannon, two member virtual objects can control the virtual war horse to drag the virtual mobile cannon, and the master virtual object can adjust the shooting direction of the cannon on the cannon to shoot at the local target.

[0159] In another example, the target virtual prop can be used by the member virtual objects alone. Illustratively, the target number of member virtual objects move the target virtual prop to a target position, and the master virtual object is at the target position to perform a target operation on an enemy target by the target virtual prop.

[0160] For example, the target virtual prop is a virtual battering ram, the target number of member virtual objects push the virtual battering ram to the enemy virtual object's city wall, and the master virtual object and the member virtual objects can both climb the city wall by the virtual battering ram to attack the enemy virtual object.

[0161] In another example, the target number of member virtual objects replenish the virtual propellant for the target virtual prop during the process in which the master virtual object uses the target virtual prop to perform a target operation on an enemy target.

[0162] For example, the target number of member virtual objects replenish the virtual ammunition for the virtual cannon during the process in which the master virtual object uses the virtual cannon to attack the enemy virtual object.

[0163] In another example, the target number of member virtual objects perform a target operation on an enemy target by the target virtual prop, and the master virtual object can optionally perform a target operation on the enemy target by the target virtual prop.

[0164] For example, during the process of using a virtual battering ram to hit a virtual city gate, the master virtual object can choose to use the virtual battering ram to hit the virtual city gate together with the member virtual objects, or the master virtual object can choose to control the member virtual objects to use the virtual battering ram to hit the virtual city gate from the side.

[0165] Optionally, during the use of the target virtual prop, the remaining virtual objects in the virtual object group can also perform a designated operation. Taking an attack type operation as an example, the designated operation can include the following contents:

[0166] In the case where the cooperation mode of the remaining member virtual objects is a hold mode, the client displays a picture in which the target number of member virtual objects cooperate with the master virtual object to use the target virtual prop to attack an enemy target, and the remaining member virtual objects are arranged in a designated formation at a designated position to resist the enemy virtual object that comes to ensure the normal use of the target virtual prop.

[0167] Or, in the case that the cooperation mode of the remaining member virtual objects is the following mode, the client displays a picture that the target number of member virtual objects cooperate with the master virtual object to attack the enemy target using the target virtual prop, and the remaining member virtual objects follow the target virtual prop to advance and attack the enemy virtual object in the master area of the master virtual object.

[0168] Or, in the case that the cooperation mode of the remaining member virtual objects is the attack mode, the client displays a picture that the target number of member virtual objects cooperate with the master virtual object to attack the enemy target using the target virtual prop, and the remaining member virtual objects attack the enemy virtual object in the virtual scene in the form of a battle group.

[0169] In summary, the embodiments of the present application provide various types of virtual props, thereby improving the game playing dimension in the game match process and further improving the game experience of the players. In addition, for different virtual props, the players can control the member virtual objects to cooperate with the master virtual object to use the target virtual prop in different modes, further improving the authenticity and rationality of the operation.

[0170] In an optional embodiment, as shown in Figure 14 In the case that the target virtual prop is a single-person use type, the control method of the virtual object in the embodiment shown in Figure 3 The control method of the virtual object in the embodiment shown in the above can be implemented as the following steps (step 1401 to step 1404).

[0171] Step 1401, display a master virtual object and a member virtual object in a virtual scene; wherein the member virtual object in the virtual object group is used to cooperate with the master virtual object to perform an operation.

[0172] Step 1401 is the same as the above embodiment, and the content not explained in the embodiments of the present application can refer to the above embodiment, which will not be described here.

[0173] Step 1402, in response to the selection operation of the steadfast mode, receive the arrangement setting operation for the virtual object group, the arrangement setting operation is used to determine the specified position of the member virtual object in the virtual scene.

[0174] The holding mode is used to instruct the group member virtual object to arrange in a specified formation at a specified position to assist the host virtual object in the battle using the target virtual prop. Illustratively, the player selects the holding mode by triggering the cooperation mode selection control corresponding to the holding mode, so as to select the holding mode. Alternatively, after the player selects the holding mode, the group member virtual object enters the holding mode to assist the host virtual object in the battle in the holding state, such as the group member virtual object arranging in a specified formation at a specified position to assist the host virtual object in the battle using the target virtual prop.

[0175] In one example, the determination of the specified position can be as follows: in response to receiving the first holding operation, a first scene map corresponding to the field of view range of the host virtual object is displayed; and a selection operation of a first specified position in the first scene map is received, and the first specified position is taken as the specified position corresponding to the holding mode.

[0176] The first scene map is used to indicate the area covered by the field of view range of the host virtual object in the virtual scene. The first holding operation is used to set the position of the group member virtual object. The first specified position refers to the position selected by the player in the first scene map for setting the group member virtual object.

[0177] Alternatively, the specified position can be a position point. Illustratively, in response to the click operation of the player on one or more target position points in the first scene map, the client determines the one or more target position points as the first specified position. The specified position can also be a frame selection area. Illustratively, all group member virtual objects correspond to one frame selection area. Alternatively, the specified position includes a plurality of frame selection areas, and each frame selection area can correspond to the same number or different number of group member virtual objects. Illustratively, in response to the frame selection operation of the player on one or more target areas in the first scene map, the client determines the one or more target areas as the first specified position.

[0178] In another example, in response to receiving a second holding operation, a second scene map corresponding to the virtual scene is displayed; and a selection operation of a second specified position in the second scene map is received, and the second specified position is taken as the specified position corresponding to the holding mode.

[0179] The second scene map is a thumbnail map of the virtual scene. The second holding operation is used to set the position of the group member virtual object. The second specified position refers to the position selected by the player in the second scene map for setting the group member virtual object.

[0180] In yet another example, in response to receiving a third holding operation, a default position point around the host virtual object is taken as the specified position corresponding to the holding mode.

[0181] Exemplarily, the default position points can be distributed in a center of the master virtual object, or distributed with the master object as a corner point, or combined into a preset pattern including the master virtual object, and the embodiments of the present application do not make any limitation in this regard. The number of the default position points is greater than or equal to the number of the group member virtual objects.

[0182] In one example, after receiving the above arrangement setting operation, the group member virtual objects move to the specified position determined by the arrangement setting operation. For example, in the case where the specified position is a position point, the group member virtual objects move to the position point corresponding to the specified position to arrange in the specified formation; or in the case where the specified position is a frame selection region, the group member virtual objects arrange in the specified formation within the frame selection region, and the like.

[0183] Optionally, the specified formation is used to indicate a preconfigured formation distribution. For example, the specified formation is a rectangular formation, i.e., the group member virtual objects arrange in a rectangular manner in the virtual scene to achieve the purpose of resisting attack; or the specified formation is a wedge-shaped formation, i.e., the group member virtual objects arrange in a wedge-shaped manner in the virtual scene to achieve the purpose of full sprint attack; or the specified formation is a semi-arc formation, i.e., the group member virtual objects arrange in a semi-arc manner in the virtual scene to achieve the purpose of surrounding attack.

[0184] In one example, the player can adjust the formation arrangement of the group member virtual objects according to the use demand, and the specific content can be as follows: in response to receiving a formation conversion operation, a position adjustment animation of the group member virtual objects in the virtual scene is displayed, the formation conversion operation is used to control the formation of the group member virtual objects in the virtual scene to switch from a first formation to a second formation; the group member virtual objects in the virtual object group are arranged in the second formation at the specified position.

[0185] Wherein, the first formation and the second formation are different. The formation conversion operation is used to control the group member virtual objects to switch from the first formation to the second formation, i.e., the formation conversion operation is used to convert the first formation in which the group member virtual objects are arranged at the current time to the second formation. For example, the first formation in which the group member virtual objects are arranged at the current time is a rectangular formation, in response to receiving the formation conversion operation, a position adjustment animation of the group member virtual objects in the virtual scene is displayed to convert the rectangular formation into a wedge-shaped formation, and the wedge-shaped formation of the group member virtual objects is displayed at the specified position in the virtual scene.

[0186] Step 1403, in response to a use operation on the target virtual prop, the master virtual object is controlled to enter a use mode of the target virtual prop; wherein the target virtual prop is used for the master virtual object to perform a target operation.

[0187] The target virtual props in this embodiment are of single-player use type, such as virtual cannons, swarm rockets, and fireballs. The master virtual object can use the target virtual props independently.

[0188] Step 1404 displays the animation of the main virtual object using the target virtual item to perform target operations on the enemy target, and the animation of the team member virtual objects being arranged in a specified formation at a specified position.

[0189] Optionally, the client displays a screen showing that while the main virtual object is independently controlling the target virtual item to perform target operations against an enemy target, team member virtual objects are arranged in a specified formation at a specified position to resist invading enemy virtual objects and ensure the normal use of the target virtual item. For example, the specified position can be the location of the main virtual object, and the specified formation can be a wedge formation, a rectangular formation, a circular formation, etc., to surround the main virtual object and the target virtual item within the specified formation, resisting invading enemy targets and ensuring the normal use of the target virtual item by the main virtual object.

[0190] In summary, in this embodiment of the application, the "hold the line" mode enables team member virtual objects to defend against enemy virtual objects in a specified formation, which can, to a certain extent, ensure that the main virtual object can use the target virtual items normally, thereby improving the effectiveness of the target virtual items and enhancing the player's user experience.

[0191] In an optional embodiment, such as Figure 15 As shown, when the target virtual item is of single-player use type, the above Figure 3 The control method for the virtual object in the illustrated embodiment can also be implemented as follows (steps 1501 to 1504).

[0192] Step 1501: Display the master virtual object and the member virtual objects in the virtual object group in the virtual scene; wherein, the member virtual objects in the virtual object group are used to cooperate with the master virtual object to perform operations.

[0193] Step 1501 is the same as described in the above embodiments. For any content not described in the embodiments of this application, please refer to the above embodiments, and it will not be repeated here.

[0194] Step 1502: In response to the selection operation for the follow mode, control the member virtual objects in the virtual object group to move towards the master virtual object and keep them within the preset distance range of the master virtual object.

[0195] The following mode is used to indicate that the member virtual object follows the master virtual object. Optionally, the member virtual object can follow the master virtual object in a default formation or a formation customized by the player. The preset distance range can be adaptively set and adjusted according to actual use requirements. For example, the member virtual object can follow the master virtual object within a range of 5 to 10 meters.

[0196] Optionally, the member virtual object in the following mode attacks the enemy virtual object when the enemy virtual object exists in the master area range of the master virtual object, and the master area range is a preset attack range of the master virtual object in the following mode.

[0197] For example, when the member virtual object is in the following mode, the client detects whether there is an enemy target in the master area range of the master virtual object in real time. When there is an enemy virtual object in the master area range, the client controls the member virtual object to attack the enemy target.

[0198] In an optional embodiment, in response to the member virtual object being in the following mode and there being an enemy target in the member area range of the member virtual object, the member virtual object in the specified virtual object group attacks the enemy target. The member area range is a preset attack range of the master virtual object in the following mode.

[0199] Step 1503, in response to the use operation on the target virtual prop, the master virtual object is controlled to enter the use mode of the target virtual prop; wherein the target virtual prop is used for the master virtual object to perform a target operation.

[0200] The target virtual prop in the embodiment of the application is a single-person use type, such as a virtual cannon, a swarm (cluster rocket), a fire arrow meteor, etc. The master virtual object can complete the use of the target virtual prop alone.

[0201] Step 1504, display the animation of the master virtual object using the target virtual prop to perform the target operation on the enemy target, and the member virtual object in the following mode attacking the enemy target in the corresponding battle mode.

[0202] Optionally, the client displays a picture in which the group member virtual object keeps following movement in a default formation within a preset distance range of the master virtual object in a process in which the master virtual object attacks the enemy target by operating the target virtual prop alone, and attacks the enemy target by using the corresponding virtual weapon in a case where an enemy virtual object enters a master control area of the master virtual object. Alternatively, the client displays a picture in which the group member virtual object keeps following movement in a default formation within a preset distance range of the master virtual object in a process in which the master virtual object attacks the enemy target by operating the target virtual prop alone, and attacks the enemy target synchronously.

[0203] To sum up, in the embodiment of the present application, the master virtual object can attack the enemy target by using the target virtual prop with the cooperation of the group member virtual object in the following mode, so that the player can attack the enemy target more comprehensively and powerfully with the help of the group member virtual object, and thus the use experience of the player is improved.

[0204] The following is an apparatus embodiment of the present application, which can be used to execute the method embodiments of the present application. For details not disclosed in the apparatus embodiments of the present application, please refer to the method embodiments of the present application.

[0205] Please refer to Figure 16 which shows a block diagram of a virtual object control apparatus provided by one embodiment of the present application. The apparatus has the functions of implementing the above method examples, which can be implemented by hardware or corresponding software executed by hardware. The apparatus can be the terminal device introduced above or can be arranged in the terminal device. As Figure 16 shown, the apparatus 1600 includes a virtual object display module 1601, a use mode control module 1602, and a target operation display module 1603.

[0206] The virtual object display module 1601 is configured to display a master virtual object and group member virtual objects in a virtual object group in a virtual scene; wherein the group member virtual objects in the virtual object group are configured to cooperate with the master virtual object to perform operations.

[0207] The use mode control module 1602 is configured to control the master virtual object to enter a use mode of a target virtual prop in response to a use operation on the target virtual prop; wherein the target virtual prop is configured to be used by the master virtual object to perform a target operation.

[0208] The target operation display module 1603 is configured to display an animation in which the group member virtual objects cooperate with the master virtual object to use the target virtual prop to perform the target operation on an enemy target.

[0209] In some embodiments, the target virtual prop is of a multi-person usage type; the target operation display module 1603 is configured to:

[0210] determining a target number of group member virtual objects from the group of virtual objects; wherein the target number is the number of virtual objects required for controlling the target virtual prop;

[0211] displaying an animation of the target number of group member virtual objects, in cooperation with the master virtual object, using the target virtual prop to target operate on the enemy target, and the remaining group member virtual objects in the group of virtual objects performing specified operations on the enemy target.

[0212] In some embodiments, the target number of group member virtual objects adjust the position of the target virtual prop under the control of the master virtual object, and the master virtual object adjusts the direction of the target virtual prop to target operate on the enemy target;

[0213] or, the target number of group member virtual objects move the target virtual prop to a target position, and the master virtual object targets operates on the enemy target through the target virtual prop at the target position;

[0214] or, the target number of group member virtual objects replenish virtual ammunition for the target virtual prop during the process of the master virtual object using the target virtual prop to target operate on the enemy target;

[0215] or, the target number of group member virtual objects target operate on the enemy target through the target virtual prop, and the master virtual object can selectively target operate on the enemy target through the target virtual prop.

[0216] In some embodiments, the target virtual prop is of a single-person usage type; the target operation display module 1603 is further configured to:

[0217] in response to a selection operation of a steadfast mode, receiving an arrangement setting operation for the group of virtual objects, the arrangement setting operation being used to determine a specified position of a group member virtual object in the group of virtual objects in the virtual scene, the steadfast mode being used to indicate that the group member virtual object is arranged in a specified formation at the specified position to assist the master virtual object in using the target virtual prop for combat;

[0218] displaying an animation of the master virtual object using the target virtual prop to target operate on the enemy target, and the group member virtual object arranged in the specified formation at the specified position.

[0219] In some embodiments, the target operation display module 1603 is further configured to:

[0220] In response to receiving a first holding operation, display a first scene map corresponding to a field of view range of the host virtual object; receive a selection operation of a first specified position in the first scene map, and set the first specified position as the specified position corresponding to the holding mode;

[0221] Alternatively, in response to receiving a second holding operation, display a second scene map corresponding to the virtual scene; receive a selection operation of a second specified position in the second scene map, and set the second specified position as the specified position corresponding to the holding mode.

[0222] In some embodiments, the target operation display module 1603 is further configured to, in response to receiving a third holding operation, set a default position point on a side of the host virtual object as the specified position corresponding to the holding mode.

[0223] In some embodiments, the group member virtual objects in the virtual object group are arranged in a first formation at the specified position; the attack animation display module 1604 is further configured to:

[0224] In response to receiving a formation conversion operation, display a position adjustment animation of the group member virtual objects in the virtual scene, the formation conversion operation being used to control the formation of the group member virtual objects in the virtual scene to switch from the first formation to a second formation;

[0225] Display the group member virtual objects in the virtual object group arranged in the second formation at the specified position.

[0226] In some embodiments, the target virtual prop is of a single-person use type, and the cooperation mode includes a following mode, the following mode being used to instruct the group member virtual objects in the virtual object group to follow the host virtual object in the virtual scene; the attack animation display module 1604 is further configured to:

[0227] In response to a selection operation of the following mode, control the group member virtual objects in the virtual object group to move towards the host virtual object and remain within a preset distance range of the host virtual object, the following mode being used to instruct the group member virtual objects in the virtual object group to follow the host virtual object in the virtual scene;

[0228] Display an animation in which the host virtual object uses the target virtual prop to perform a target operation on the enemy target, and the group member virtual objects perform attacks on the enemy target in a corresponding battle mode under the following mode;

[0229] In the following mode, the group member virtual object attacks the hostile virtual object if the hostile virtual object exists in a master control area range of the master virtual object, and the master control area range is a preset attack range of the master virtual object in the following mode.

[0230] In some embodiments, the apparatus 1600 further comprises a virtual prop setting module (not shown). Figure 16

[0231] The virtual prop setting module is configured to, in response to receiving a first setting operation, display a first scene map corresponding to a field of view range of the master virtual object; receive a selection operation of a first setting position in the first scene map, and control the master virtual object to set the target virtual prop at the first setting position.

[0232] Alternatively, the virtual prop setting module is further configured to, in response to receiving a second setting operation, display a second scene map corresponding to the virtual scene; receive a selection operation of a second setting position in the second scene map, and control the master virtual object to set the target virtual prop at the second setting position.

[0233] In summary, the technical scheme provided by the embodiments of the present application, in the case of the master virtual object carrying the group member virtual object to play the game, in response to the selection operation of the target virtual prop, the group member virtual object can cooperate with the master virtual object to use the target virtual prop to operate the target (such as attack), avoiding the player only controlling the master virtual object to operate the target virtual prop alone, thereby improving the authenticity and rationality of the operation, and further improving the game experience of the player.

[0234] It should be noted that the apparatus provided by the above embodiments, in realizing its functions, only takes the above-mentioned division of each functional module as an example, and in actual application, the above-mentioned functions can be completed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the above-described functions. In addition, the apparatus and method embodiments provided by the above embodiments belong to the same concept, and the specific implementation process is detailed in the method embodiments, which will not be repeated here.

[0235] Please refer to Figure 17 , which shows a structure block diagram of a terminal device 1700 provided by an embodiment of the present application. The terminal device is used to implement the control method of the virtual object provided in the above embodiments. The terminal device can be Figure 1 the terminal device 10 in the implementation environment shown. Specifically:

[0236] ​Generally, the terminal device 1700 includes a processor 1701 and a memory 1702.

[0237] Optionally, the processor 1701 can include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1701 can be implemented in at least one of a hardware form of a DSP (Digital Signal Processing), an FPGA (Field Programmable Gate Array), a PLA (Programmable Logic Array). The processor 1701 can also include a main processor and a coprocessor, the main processor being a processor for processing data in a wake-up state, also known as a CPU (Central Processing Unit), and the coprocessor being a low-power processor for processing data in a standby state. In some embodiments, the processor 1701 can be integrated with a GPU (Graphics Processing Unit) that is responsible for rendering and drawing the content required to be displayed by the display screen. In some embodiments, the processor 1701 can also include an AI (Artificial Intelligence) processor for processing machine learning-related computing operations.

[0238] Optionally, the memory 1702 can include one or more computer-readable storage media, which can be non-transitory. The memory 1702 can also include a high-speed random access memory, and a non-volatile memory such as one or more disk storage devices, flash storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1702 is used to store a computer program, which is configured to be executed by one or more processors to implement the above-mentioned virtual object control method.

[0239] In some embodiments, the terminal device 1700 can also optionally include a peripheral device interface 1703 and at least one peripheral device. The processor 1701, the memory 1702 and the peripheral device interface 1703 can be connected through a bus or a signal line. Each peripheral device can be connected to the peripheral device interface 1703 through a bus, a signal line or a circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 1704, a display screen 1705, an audio circuit 1706 and a power supply 1707.

[0240] Those skilled in the art can understand that, Figure 17The structure shown in the figure does not constitute a limitation on the terminal device 1700, and can include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0241] In one example embodiment, a computer readable storage medium is also provided, the storage medium storing a computer program, the computer program being executed by a processor to implement the above-mentioned virtual object control method.

[0242] Optionally, the computer readable storage medium can include ROM (Read-Only Memory), RAM (Random-Access Memory), SSD (Solid State Drives), optical disc, etc. Among them, the random access memory can include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).

[0243] In one example embodiment, a computer program product or computer program is also provided, the computer program product or computer program including computer instructions stored in a computer readable storage medium. The processor of the terminal device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions, so that the terminal device executes the above-mentioned virtual object control method.

[0244] It should be noted that the information (including but not limited to object device information, object personal information, etc.), data (including but not limited to data for analysis, stored data, displayed data, etc.) and signals involved in the present application are all authorized by the object or fully authorized by all parties, and the collection, use and processing of related data need to comply with relevant laws, regulations and standards of relevant countries and regions. For example, the virtual object, operation, etc. involved in the present application are obtained under full authorization.

[0245] It should be understood that "multiple" mentioned herein refers to two or more than two. The "and / or" describes the association relationship of the associated objects, which means that there can be three relationships, for example, A and / or B can represent the following three cases: A exists alone, A and B exist together, and B exists alone. The character " / " generally represents that the associated objects before and after it are in an "or" relationship. In addition, the step numbers described herein only exemplarily show a possible execution order between steps, and in some other embodiments, the above steps can also be executed in a non-numbered order, such as two different numbered steps being executed at the same time, or two different numbered steps being executed in an order opposite to that shown in the figure, and the embodiments of the present application are not limited in this regard.

[0246] The above only describes exemplary embodiments of the present application and is not intended to limit the present application. Any modification, equivalent replacement, improvement, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.

Claims

1. A control method of a virtual object, characterized by, The method comprises: displaying a host virtual object and a group member virtual object in a virtual scene; wherein the host virtual object is controlled by a player, the virtual object group is selected by the player for the host virtual object, and the group member virtual object in the virtual object group is used to cooperate with the host virtual object to perform an operation; in response to receiving a second control operation for the virtual object group, controlling the group member virtual object in the virtual object group to enter a target cooperation mode, the target cooperation mode being implemented as one of the following: a steadfast mode, a follow-up mode, and an attack mode, the group member virtual object in the steadfast mode being arranged in a specified position in a specified formation; the group member virtual object in the follow-up mode following the host virtual object in the virtual scene for a battle and assisting the host virtual object in using a target virtual prop for the battle in response to an operation of the player; and the group member virtual object in the attack mode being in the form of a battle group for a battle in the virtual scene without following the host virtual object; in response to a use operation for the target virtual prop, controlling the host virtual object to enter a use mode of the target virtual prop; wherein the target virtual prop is used by the host virtual object to perform a target operation; displaying an animation of the group member virtual object performing an action corresponding to the target cooperation mode in the virtual scene to cooperate with the host virtual object in using the target virtual prop to perform a target operation on an enemy target; in a case where the target cooperation mode is the steadfast mode, the method further comprises: in response to receiving a first steadfast operation, displaying a first scene map corresponding to a field of view range of the host virtual object; receiving a selection operation of a first specified position in the first scene map, and taking the first specified position as the specified position corresponding to the steadfast mode; or, in response to receiving a second steadfast operation, displaying a second scene map corresponding to the virtual scene; receiving a selection operation of a second specified position in the second scene map, and taking the second specified position as the specified position corresponding to the steadfast mode, the steadfast mode being used to indicate that the group member virtual object is arranged in the specified formation at the specified position to assist the host virtual object in using the target virtual prop for the battle; displaying an animation of the host virtual object using the target virtual prop to perform a target operation on the enemy target, and the group member virtual object being arranged in the specified formation at the specified position.

2. The method of claim 1, wherein, in a case where the target virtual prop is of a multi-person use type, the method further comprises: determining a target number of group member virtual objects from the virtual object group; wherein the target number is a number of virtual objects required for controlling the target virtual prop; displaying the target number of group member virtual objects performing actions corresponding to the target cooperation mode in the virtual scene to cooperate the host virtual object to perform target operations on the enemy target using the target virtual prop, and an animation of the remaining group member virtual objects in the virtual object group performing designated operations on the enemy target.

3. The method of claim 2, wherein, the target number of group member virtual objects adjust the position of the target virtual prop under the control of the host virtual object, and the host virtual object on the target virtual prop performs target operations on the enemy target by adjusting the direction of the target virtual prop; or, the target number of group member virtual objects move the target virtual prop to a target position, and the host virtual object performs target operations on the enemy target using the target virtual prop at the target position; or, the target number of group member virtual objects supplement virtual ammunition for the target virtual prop during the process in which the host virtual object performs target operations on the enemy target using the target virtual prop; or, the target number of group member virtual objects perform target operations on the enemy target using the target virtual prop, and the host virtual object can selectively perform target operations on the enemy target using the target virtual prop.

4. The method of claim 1, wherein, The method further comprises: in response to receiving a third steadfast operation, taking a default position point around the host virtual object as the designated position corresponding to the steadfast mode.

5. A control device of a virtual object, characterized by, The apparatus comprises: a virtual object display module configured to display a host virtual object and group member virtual objects in a virtual object group in a virtual scene; wherein the host virtual object is controlled by a player, the virtual object group is selected by the player for the host virtual object, and the group member virtual objects in the virtual object group are used to cooperate the host virtual object to perform operations; a use mode control module configured to, in response to receiving a second control operation for the virtual object group, control the group member virtual objects in the virtual object group to enter a target cooperation mode, the target cooperation mode being implemented as one of a steadfast mode, a follow mode, and an attack mode, the group member virtual objects in the steadfast mode being arranged in a designated array at a designated position, the group member virtual objects in the follow mode following the host virtual object to fight in the virtual scene and assisting the host virtual object to fight using a target virtual prop in response to an operation of the player, and the group member virtual objects in the attack mode fighting in the virtual scene in the form of a battle group and without following the host virtual object; and in response to a use operation for the target virtual prop, control the host virtual object to enter a use mode of the target virtual prop; wherein the target virtual prop is used by the host virtual object to perform target operations. The target operation display module is configured to display an animation in which the group member virtual object performs an action corresponding to the target cooperation mode to cooperate with the master virtual object in performing target operation on the enemy target by using the target virtual prop. The target operation display module is further configured to, in response to receiving a first hold operation, display a first scene map corresponding to a field of view of the master virtual object, in a case where the target cooperation mode is the hold mode; receive a selection operation of a first specified position in the first scene map, and set the first specified position as the specified position corresponding to the hold mode; or, in response to receiving a second hold operation, display a second scene map corresponding to the virtual scene; receive a selection operation of a second specified position in the second scene map, and set the second specified position as the specified position corresponding to the hold mode, the hold mode being used to instruct the group member virtual object to arrange in the specified formation at the specified position to assist the master virtual object in using the target virtual prop to fight; and display an animation in which the master virtual object performs target operation on the enemy target by using the target virtual prop, and the group member virtual object arranges in the specified formation at the specified position.

6. A terminal device, characterized by comprising: The terminal device comprises a processor and a memory, and the memory stores a computer program which is loaded and executed by the processor to implement the virtual object control method according to any one of claims 1 to 4.

7. A computer readable storage medium characterized in that, The storage medium stores a computer program which is loaded and executed by the processor to implement the virtual object control method according to any one of claims 1 to 4.

8. A computer program product, characterised in that, The computer program product comprises computer instructions which are executed by the processor to implement the virtual object control method according to any one of claims 1 to 4.

Citation Information

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