Control method, device, terminal device and storage medium of virtual object
By controlling the overall movement of a collection of virtual objects and dispersing to search for enemy virtual objects upon encountering them, the problem of low success rate in finding enemies among multiple friendly virtual objects is solved, thus improving the game experience and efficiency.
Patent Information
- Application Number
- CN202211739358.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-12-30
- Publication Date
- 2025-12-16
- Estimated Expiration
- 2042-12-30
AI Technical Summary
In games with multiple friendly virtual objects, the success rate of finding enemies is low, and the disordered and random enemy-finding strategy leads to a poor gaming experience.
By controlling the overall movement of the virtual object set and dispersing to search for other hostile virtual objects upon encountering them, the system ensures that friendly virtual objects are dispersed within a certain search range to search for hostile virtual objects, thus avoiding blind searching throughout the entire virtual scene.
It improves the success rate of finding enemies among multiple friendly virtual objects, enhances the gaming experience, ensures that the distance between virtual objects is not too far, and improves the overall search efficiency.
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Figure CN116116001B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] Embodiments of the present application relate to the technical field of application development, and in particular, relate to a virtual object control method and device, a terminal device, and a storage medium. BACKGROUND
[0002] In a game, there are sometimes multiple same or similar friendly virtual objects.
[0003] In related games, multiple friendly virtual objects each move independently, and attack an enemy virtual object when encountering the enemy virtual object. The enemy searching strategy of the multiple friendly virtual objects is relatively disordered and random as a whole, resulting in a low enemy searching success rate. SUMMARY
[0004] Embodiments of the present application provide a virtual object control method and device, a terminal device, and a storage medium, which can improve the enemy searching success rate of multiple friendly virtual objects. The technical solution is as follows:
[0005] According to an aspect of embodiments of the present application, a virtual object control method is provided, and the method includes:
[0006] displaying a virtual scene containing a master virtual object and a virtual object set, the virtual object set including multiple friendly virtual objects; wherein the friendly virtual objects are used to perform operations in cooperation with the master virtual object;
[0007] in a case where the virtual object set is in a first cooperation mode and a first friendly virtual object in the multiple friendly virtual objects encounters a first enemy virtual object, determining a searching range of the virtual object set for searching other enemy virtual objects based on the first enemy virtual object, the enemy virtual object being a virtual object having an enemy relationship with the friendly virtual object;
[0008] controlling the friendly virtual objects in the virtual object set to search for other enemy virtual objects according to the searching range of the virtual object set.
[0009] According to an aspect of embodiments of the present application, a virtual object control device is provided, and the device includes:
[0010] a scene display module configured to display a virtual scene containing a master virtual object and a virtual object set, the virtual object set including multiple friendly virtual objects; wherein the friendly virtual objects are used to perform operations in cooperation with the master virtual object;
[0011] a range determining module, configured to determine a search range of the virtual object set for searching other hostile virtual objects based on a first hostile virtual object when the virtual object set is in the first cooperation mode and a first friendly virtual object in the plurality of friendly virtual objects meets the first hostile virtual object, the hostile virtual object being a virtual object having an antagonistic relationship with the friendly virtual object;
[0012] a search controlling module, configured to control the friendly virtual objects in the virtual object set to disperse to search other hostile virtual objects according to the search range of the virtual object set.
[0013] According to an aspect of the embodiments of the present application, a terminal device is provided, which comprises a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the control method of the virtual object.
[0014] According to an aspect of the embodiments of the present application, 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 control method of the virtual object.
[0015] According to an aspect of the embodiments of the present application, a computer program product is provided, which is loaded and executed by a processor to implement the control method of the virtual object.
[0016] The technical solutions provided by the embodiments of the present application can have the following beneficial effects:
[0017] By first controlling the virtual object set to move as a whole, after one friendly virtual object in the virtual object set meets one hostile virtual object, the plurality of friendly virtual objects in the virtual object set disperse to search other hostile virtual objects within a certain search range, so as to ensure that the distances between the plurality of friendly virtual objects are not too far, and to search other hostile virtual objects within the search range without searching in the whole virtual scene, and to improve the success rate of searching for enemies for the plurality of friendly virtual objects.
[0018] It should be understood that the foregoing general description and the following detailed description are only exemplary and explanatory, and cannot limit the present application. BRIEF DESCRIPTION OF DRAWINGS
[0019] 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 effort.
[0020] Figure 1 is a schematic diagram of an implementation environment provided by one embodiment of the present application;
[0021] Figure 2 is a flowchart of a method for controlling a virtual object provided by one embodiment of the present application;
[0022] Figure 3 is a schematic diagram of a virtual object collection provided by one embodiment of the present application;
[0023] Figure 4 is a schematic diagram of a virtual object collection provided by another embodiment of the present application;
[0024] Figure 5 is a flowchart of a method for controlling a virtual object provided by another embodiment of the present application;
[0025] Figure 6 is a schematic diagram of a decision system provided by one embodiment of the present application;
[0026] Figure 7 is a schematic diagram of a decision behavior tree provided by one embodiment of the present application;
[0027] Figure 8 is a flowchart of a method for controlling a virtual object provided by another embodiment of the present application;
[0028] Figure 9 is a schematic diagram of a virtual object collection selection interface provided by one embodiment of the present application;
[0029] Figure 10 is a schematic diagram of a virtual scene interface provided by one embodiment of the present application;
[0030] Figure 11 is a block diagram of a control apparatus for a virtual object provided by one embodiment of the present application;
[0031] Figure 12 is a block diagram of a control apparatus for a virtual object provided by another embodiment of the present application;
[0032] Figure 13 is a block diagram of a terminal device provided by one embodiment of the present application. DETAILED DESCRIPTION
[0033] The exemplary embodiments will be described in detail herein below with reference to the drawings. The following description is merely exemplary in nature and is not intended to represent all implementations consistent with the present application. Rather, the following description indicates illustrative embodiments consistent with the present application which are presently best mode contemplated for carrying out the present application.
[0034] First, the terms involved in the embodiments of the present application are briefly introduced.
[0035] Virtual object set: refers to a group created by a user controlling virtual objects in a virtual environment, also named as a virtual troop. Illustratively, a virtual object set includes virtual objects of the same type, and the type of the virtual object set is determined according to the type of the virtual object. For example, the virtual object set is implemented as a long-range artillery troop, and the virtual objects in the virtual object set are long-range artillery virtual objects; or, the virtual object set is implemented as a close-range infantry troop, and the virtual objects in the virtual object set are close-range infantry virtual objects; or, the virtual object set is implemented as a cavalry troop, and the virtual objects in the virtual object set are cavalry virtual objects, and the like. The above are only exemplary examples, and the virtual object set 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.
[0036] In the related art, a user can usually only control a master virtual object, and according to the movement and attack process of the master virtual object in a virtual scene, control the master virtual object to move in a selected direction or attack an enemy. However, only controlling the master virtual object sometimes makes the user's game experience poor. When playing a game, some game tasks are more suitable for the master virtual object to complete in cooperation with multiple virtual objects. At this time, if other virtual objects are summoned in the game, the game process is easily delayed, and the user's game efficiency is affected.
[0037] In the embodiments of the present application, a virtual object control method is provided, so that the user can use a virtual object in a specified virtual object set to cooperate with a master virtual object to more comprehensively and powerfully attack an enemy virtual object, avoid the user only playing the game by controlling the master virtual object, and improve the game experience. The virtual object control method obtained in the embodiments of the present application can be applied to various game scenes such as a mobile game scene and a PC game scene, which are not limited in the embodiments of the present application.
[0038] It should be noted that the information (including but not limited to user device information, user personal information, and the like), data (including but not limited to data for analysis, stored data, displayed data, and the like), and signals involved in the present application are all authorized by the user or fully authorized by all parties, and the collection, use, and processing of the related data comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the user account and the like involved in the present application are obtained under full authorization.
[0039] Please refer to Figure 1This illustration shows a schematic diagram of an implementation environment provided in one embodiment of this application, which can be implemented as a control system for virtual objects. For example... Figure 1 As shown, the system 100 may include: terminal device 11.
[0040] The terminal device 11 has a target application installed and running, such as a client for the target application. Optionally, a user account is logged in on the client. The terminal device is an electronic device with data computing, processing, and storage capabilities. The terminal device can be a smartphone, tablet, PC (Personal Computer), wearable device, etc., and this application embodiment does not limit this. The target application can be a game application, such as a MOBA (Multiplayer Online Battle Arena) game application, a shooting game application, a multiplayer shooting survival game application, a battle royale survival game application, an LBS (Location Based Service) game application, etc., and this application embodiment does not limit this. The target application can also be any application with virtual object control functions, such as a social application, a payment application, a video application, a music application, a shopping application, a news application, etc. In the method provided in this application embodiment, the executing entity of each step can be the terminal device 11, such as a client running on the terminal device 11.
[0041] In some embodiments, the system 100 further includes a server 12, which establishes a communication connection (such as a network connection) with the terminal device 11. The server 12 is used to provide background services for the target application. The server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing cloud computing services. The method steps provided in this application embodiment can also be executed alternately by the terminal device 11 and the server 12, and this application embodiment does not specifically limit this.
[0042] The technical solution of this application will be described and illustrated below through several embodiments.
[0043] Please refer to Figure 2 This document illustrates a flowchart of a virtual object control method provided in an embodiment of this application. In this embodiment, the method is primarily illustrated by its application in the terminal device described above. The method may include the following steps (210-230):
[0044] Step 210: Display a virtual scene containing a master virtual object and a collection of virtual objects, wherein the collection of virtual objects includes multiple friendly virtual objects.
[0045] In some embodiments, the virtual scene contains a master virtual object, which is a virtual object controlled by a user account logged in a client of the target application, i.e., a virtual object controlled by a user (e.g., controllable through a first movement control operation). The own virtual object in the virtual object set can be considered as a slave virtual object of the master virtual object, which is used to perform operations in cooperation with the master virtual object, such as performing attack operations in cooperation with the master virtual object, following the master virtual object to move, and the like.
[0046] The master virtual object is a virtual object configured independently in a master object configuration interface.
[0047] Illustratively, there is a master object configuration interface in the game, which is used to independently configure the master virtual object controlled by the player. For example, the player switches the appearance, clothing, virtual props, virtual mounts, and the like of the master virtual object in the master object configuration interface.
[0048] In some embodiments, the specified virtual object set is used to indicate a selected virtual object set.
[0049] Illustratively, based on the selection operation of the specified virtual object set in the plurality of candidate virtual object sets, the master virtual object and the member virtual objects in the specified virtual object set are displayed in the virtual scene.
[0050] Optionally, the virtual object set is an object group composed of a plurality of same-type or different-type member virtual object sets. The type is used to indicate the type of the member virtual object. The virtual object set can include same-type member virtual objects or different-type member virtual objects.
[0051] The same-type member virtual object set is used to indicate that the types of different member virtual objects in a virtual object are the same. The different-type member virtual object set is used to indicate that the types of different member virtual objects in a virtual object can be different, for example, a virtual object set composed of 3 A-type virtual objects and 2 B-type virtual objects.
[0052] In the embodiments of the present application, the member virtual objects in the virtual object set are taken as an example of same-type member virtual objects.
[0053] Illustratively, in a virtual object set selection interface of a virtual war game, a plurality of candidate virtual object sets are included, for example, in the virtual object set 1, 50 member virtual objects are included, and the 50 member virtual objects belong to the same type of virtual objects, for example, the 50 member virtual objects all belong to the virtual objects of the melee infantry type.
[0054] Illustratively, in a virtual object set selection interface corresponding to a virtual competition game, a plurality of candidate virtual object sets are included, for example, in virtual object set 2, 5 team member virtual objects are included, and the 5 team member virtual objects belong to the same type of virtual object, for example, the 5 team member virtual objects all belong to the mage type of virtual object, etc.
[0055] Alternatively, the number of team member virtual objects in a virtual object set is configured by default, for example, virtual object set 1 is fixed with 50 team member virtual objects; or the number of team member virtual objects in a virtual object set is configured by the player, for example, the player configures virtual object set 1 to contain 30 team member virtual objects; or the number of team member virtual objects in a virtual object set changes with the game progress, for example, the number of team member virtual objects increases with the level of the virtual object controlled by the player, and for each level of the virtual object controlled by the player, one team member virtual object is added to virtual object set 1, etc.
[0056] Illustratively, virtual object set A is a candidate virtual object set displayed in the virtual object set selection interface, which is a virtual object set of the cavalry type, and the team member virtual objects therein are virtual objects of the cavalry type; or virtual object set B is a candidate virtual object set displayed in the virtual object set selection interface, which is a virtual object set of the close combat infantry type, and the team member virtual objects therein are virtual objects of the close combat infantry type.
[0057] Alternatively, the virtual object types corresponding to different candidate virtual object sets are different. Illustratively, virtual object set A, virtual object set B and virtual object set C are included in the virtual object set selection interface. Among them, virtual object set A is a virtual object set of the cavalry type, virtual object set B is a virtual object set of the close combat infantry type, and virtual object set C is a virtual object set of the long-range artillery type, i.e., the virtual object types corresponding to different candidate virtual object sets are different.
[0058] Alternatively, the virtual object types corresponding to different candidate virtual object sets can be the same. Illustratively, virtual object set A, virtual object set B and virtual object set C are included in the virtual object set selection interface. Among them, virtual object set A is a virtual object set of the cavalry type, virtual object set B is a virtual object set of the close combat infantry type, and virtual object set C is also a virtual object set of the close combat infantry type, i.e., the virtual object types corresponding to different candidate virtual object sets can be the same (the type of virtual object set A is the same as the type of virtual object set C).
[0059] It is worth noting that the above is only an illustrative example, and the embodiments of the present application do not limit this.
[0060] In an optional embodiment, the virtual object category corresponds to a virtual battle mode of the virtual object in the virtual scene.
[0061] For example, the member virtual objects in the virtual object set A are virtual objects of the cavalry type, and when the member virtual objects in the virtual object set A perform virtual battle in the virtual scene, a virtual battle mode corresponding to the cavalry type is used to perform virtual battle, such as the member virtual objects in the virtual object set A attacking enemy virtual objects on horseback, and the attack mode on horseback is taken as the virtual battle mode corresponding to the cavalry type.
[0062] For example, the member virtual objects in the virtual object set A are virtual objects of the cavalry type, and when the member virtual objects in the virtual object set A perform virtual battle in the virtual scene, a virtual battle mode corresponding to the cavalry type is used to perform virtual battle, such as the member virtual objects in the virtual object set A attacking enemy virtual objects on horseback, and the attack mode on horseback is taken as the virtual battle mode corresponding to the cavalry type.
[0063] For example, the member virtual objects in the virtual object set B are virtual objects of the close combat infantry type, and when the member virtual objects in the virtual object set B perform virtual battle in the virtual scene, a virtual battle mode corresponding to the close combat infantry type is used to perform virtual battle, such as the member virtual objects in the virtual object set B attacking enemy virtual objects within a certain distance range using virtual spears 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.
[0064] For example, the member virtual objects in the virtual object set C are virtual objects for placing obstacles, and when the member virtual objects in the virtual object set C perform virtual battle in the virtual scene, obstacles are placed at positions determined by the player, or virtual obstacles are placed in front of the current positions of the member virtual objects, and the like, and the above-mentioned obstacle placement mode is referred to as “palisade”, and the virtual battle is assisted by the “palisade” mode.
[0065] In an optional embodiment, a virtual object set selection interface is displayed, and based on a selection operation of a specified virtual object set in a plurality of candidate virtual object sets, a master virtual object and member virtual objects in the specified virtual object set are displayed in the virtual scene.
[0066] The virtual object set selection interface is used to provide selection of at least one candidate virtual object in a plurality of candidate virtual object sets.
[0067] Optionally, after displaying the plurality of candidate virtual object sets in the virtual object set selection interface, the player selects at least one virtual object set from the plurality of candidate virtual object sets as the specified virtual object set, thereby realizing the selection operation on the specified virtual object set.
[0068] Illustratively, the plurality of candidate virtual object sets includes candidate virtual object set M, candidate virtual object set L, and candidate virtual object set N. The player selects candidate virtual object set M from the three candidate virtual object sets as the specified virtual object set, thereby displaying the master virtual object and the member virtual objects in candidate virtual object set M in the virtual scene, so that the member virtual objects in candidate virtual object set M participate in the virtual battle. Alternatively, the player selects candidate virtual object set M and virtual object set N from the three candidate virtual object sets as the specified virtual object set based on the battle needs, thereby displaying the master virtual object, the member virtual objects in candidate virtual object set M, and the member virtual objects in candidate virtual object set N in the virtual scene, so that the member virtual objects in candidate virtual object set M and the member virtual objects in virtual object set N participate in the virtual battle, and so on.
[0069] In some embodiments, the plurality of friendly virtual objects in the virtual object set moves as a whole in the unit of the virtual object set. The virtual scene contains a virtual object set composed of a plurality of friendly virtual object sets. If no enemy virtual object is encountered or searched, the plurality of friendly virtual objects moves as a whole in the unit of the virtual object set. In the process of moving as a whole in the unit of the virtual object set, the distance between adjacent friendly virtual objects in the plurality of friendly virtual objects remains less than or equal to the first threshold. In some embodiments, if no enemy virtual object is encountered or searched, the plurality of friendly virtual objects moves as a whole in a fixed arrangement or formation. Of course, in other possible implementations, the plurality of friendly virtual objects can move as a whole in other manners, which are not limited in the embodiments of the present application. In this process, the distance between the friendly virtual objects is not too far. Optionally, in the process of moving as a whole, the relative positions between the plurality of friendly virtual objects remain unchanged.
[0070] In some embodiments, the friendly virtual object refers to a virtual object controlled by a user account logged in a client of the target application, or a virtual object automatically controlled by the target application. The enemy virtual object can be a virtual object controlled by a user account logged in another client of the target application, or a virtual object automatically controlled by the target application. There is an enemy relationship or a competitive relationship between the friendly virtual object and the enemy virtual object (or between the camps where the friendly virtual object and the enemy virtual object are located, respectively).
[0071] In some embodiments, the virtual scene is a scene displayed (or provided) by a client of a target application (such as a game application) when the client runs on a terminal. The virtual scene refers to a scene created for virtual objects to perform activities (such as game competitions), such as a virtual house, a virtual island, a virtual map, and the like. The virtual scene can be a simulation environment of the real world, or a semi-simulation and semi-fictional environment, or a purely fictional environment. The virtual scene can be a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, which is not limited in the embodiments of the present application. Taking the target application as a game application as an example, the virtual object (such as a virtual object of the user, an enemy virtual object, a master virtual object, and the like) refers to a game character controlled by a user account in the game application, or a virtual character automatically controlled by the game application. The virtual object can be in the form of a person, an animal, a cartoon, or other forms, which is not limited in the embodiments of the present application. The virtual object can be displayed in three-dimensional form or two-dimensional form, which is not limited in the embodiments of the present application. Optionally, the target application can have a function of simulating a real physical environment. In the virtual scene, the motion law of each virtual element (such as a virtual object) conforms to or approaches the real physical law.
[0072] In some embodiments, when the virtual object set is in the second cooperation mode, in response to a first movement control operation for the master virtual object, the master virtual object is controlled to move based on the first movement control operation, and the virtual object set is controlled to move as a whole following the master virtual object.
[0073] In some embodiments, the second cooperation mode can also be referred to as a following mode, that is, the virtual object set can follow the master virtual object to move, and the virtual object set moves to where the master virtual object moves or moves to a position near the master virtual object. If the master virtual object stops moving, the virtual object set also stops moving. In some embodiments, when the master virtual object stops moving, the virtual object set also immediately stops moving, that is, the virtual object set and the master virtual object stop moving at the same time. In some embodiments, after the master virtual object stops moving, the virtual object set does not immediately stop moving, but stops moving after a preset time period after the master virtual object stops moving. The preset time period can be 0.3 seconds, 0.5 seconds, or 1 second, and the specific value of the preset time period can be set by a related technical person according to actual conditions, which is not limited in the embodiments of the present application. In this embodiment, the position of the active virtual object is controlled by the first movement control operation, and the virtual object set moves following the master virtual object, thereby indirectly controlling the position of the virtual object set.
[0074] In some embodiments, a plurality of array points are generated in the collection area corresponding to the current location of the host virtual object; and the plurality of friendly virtual objects are controlled to move to the collection area according to the positions of the plurality of array points, each array point corresponding to a friendly virtual object. That is, during the overall movement of the virtual object collection, the relative positional relationship between the virtual object collection and the host virtual object can be fixed, and as long as the position of the host virtual object is determined, the position of the virtual object collection can also be determined. In some embodiments, the overall shape of the virtual object collection can be one or more queues (i.e., a rectangle), a triangle, a parallelogram, a circle, a chevron, or a trapezoid. The overall shape of the virtual object collection can be set according to actual conditions (including the terrain, weather, and other conditions of the virtual scene), which is not limited in the embodiments of the present application. In this embodiment, during the overall movement of the virtual object collection in units of virtual object collections, the collection area and the array point positions in the collection area calculated facilitate the determination of the specific positions of the plurality of friendly virtual objects, thereby ensuring that the formation distribution of the virtual object collection is orderly and not chaotic.
[0075] In step 220, when the virtual object collection is in the first cooperation mode and the first friendly virtual object in the plurality of friendly virtual objects encounters the first enemy virtual object, a search range of the virtual object collection for searching for other enemy virtual objects is determined based on the first enemy virtual object.
[0076] The enemy virtual object refers to a virtual object having an enemy relationship with the friendly virtual object.
[0077] Optionally, after the host virtual object and the member virtual objects in the specified virtual object collection are displayed in the virtual scene, the player can select the cooperation mode of the specified virtual object collection, thereby selecting and controlling the virtual battle state of the specified virtual object collection.
[0078] In an optional embodiment, in response to receiving the triggering operation on the cooperation mode selection control, the target cooperation mode is determined.
[0079] Illustratively, 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 player on the cooperation mode selection control, the target cooperation mode of the member virtual objects in the specified object group for the virtual battle is determined.
[0080] The target cooperation mode is used to indicate that the member virtual objects cooperate with the host virtual object in the virtual battle.
[0081] Illustratively, after determining the target cooperation mode, the member virtual object moves, attacks, and the like in the virtual scene based on the target cooperation mode, so as to cooperate with the master virtual object in the virtual battle in the virtual scene.
[0082] For example, the target cooperation mode is the following mode, and after determining the target cooperation mode, the member virtual object in the specified virtual object set follows the master virtual object in the virtual scene; or the target cooperation mode is the holding mode, and after determining the target cooperation mode, the member virtual object in the specified virtual object set holds at the specified position in the virtual scene.
[0083] In an optional embodiment, in response to receiving the cooperation mode switching operation, the member virtual object in the specified virtual object set is controlled to switch to the target cooperation mode.
[0084] Illustratively, under the condition that the member virtual object in the specified virtual object set is in a cooperation mode, after receiving the cooperation mode switching operation, the member virtual object in the specified virtual object set is controlled to switch to the target cooperation mode.
[0085] For example, when the member virtual object in the specified virtual object set is displayed in the virtual scene, the member virtual object is in a default cooperation mode (such as cooperation mode A), after the player triggers the cooperation mode control corresponding to cooperation mode B, the member virtual object in the specified virtual object set is controlled to switch to cooperation mode B (i.e. the target cooperation mode); or after the member virtual object in the specified virtual object set is controlled to enter cooperation mode A, the player wants the member virtual object to cooperate with the master virtual object in cooperation mode B, the cooperation mode is switched to cooperation mode B from cooperation mode A, so that the member virtual object in the specified virtual object set assists the master virtual object in cooperation mode B.
[0086] In an optional embodiment, the member virtual object is displayed to perform a second action animation corresponding to the target cooperation mode in the virtual scene.
[0087] Illustratively, after the player selects the target cooperation mode, the second action animation is displayed, and the second action animation is used to show the member virtual object performing an action corresponding to the target cooperation mode in the virtual scene.
[0088] Optionally, the second action animation includes the member virtual object performing an action animation corresponding to the target cooperation mode on an enemy virtual object.
[0089] 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 are virtually fought in the virtual scene.
[0090] Optionally, the member virtual object in the virtual object set is designated to belong to the same camp as the host virtual object, and the member virtual object assists the host virtual object in attacking the enemy virtual object when the virtual battle is performed.
[0091] After the member virtual object in the virtual object set is designated to enter the target cooperation mode, the member virtual object assists the host virtual object according to the target cooperation mode, for example, when the target cooperation mode is implemented as a following mode, the member virtual object follows the host virtual object, so as to generate an attack effect of multiple attacks on the enemy virtual object; or, when the target cooperation mode is implemented as a steadfast mode, the member virtual object arranges into a designated formation at a designated position according to the indication of the host virtual object, and establishes a defense barrier through the designated formation, so as to reduce the enemy virtual object's desire to seek, thereby effectively protecting the garrison area indicated by the designated formation or the host virtual object.
[0092] Illustratively, a preset area behind the member virtual object in the designated formation is taken as the garrison area indicated by the designated formation; or, a preset area surrounded by the member virtual object in the designated formation is taken as the garrison area indicated by the designated formation, and the like.
[0093] Optionally, in the steadfast mode, the member virtual object in the designated formation attacks the enemy virtual object based on the player's control; or, in response to the enemy virtual object being located within a preset attack range of the designated formation, automatically attacks the enemy virtual object, and the like.
[0094] Illustratively, in the target cooperation mode, when the member virtual object attacks the enemy virtual object, the enemy virtual object is attacked according to the virtual battle mode corresponding to the member virtual object.
[0095] For example, in the target cooperation mode, when the member virtual object is a virtual object of a melee infantry type, when the member virtual object attacks the enemy virtual object, the member virtual object attacks the enemy virtual object within a certain range on the virtual ground, such as using a virtual spear configured by the member virtual object to attack the enemy virtual object within a certain range, so as to display an attack animation of the member virtual object on the enemy virtual object. The virtual battle mode of the virtual object of the melee infantry type is to attack the enemy virtual object within a certain range using a virtual spear.
[0096] Alternatively, in the target cooperation mode, when the group member virtual object is a virtual object of a cavalry type, when the group member virtual object attacks the enemy virtual object, the group member virtual object attacks the enemy virtual object within a certain range on a horseback, for example, attacks the enemy virtual object within a certain range by using a virtual sword configured by the group member virtual object, so as to display an attack animation of the group member virtual object on the enemy virtual object. The virtual combat mode of the virtual object of the cavalry type is to attack the enemy virtual object by using a virtual sword.
[0097] It is worth noting that the above is only an illustrative example, and the embodiments of the present application do not limit this.
[0098] In some embodiments, the first cooperation mode can be a following mode or an attack mode. In the attack mode, the virtual object of the own side can cooperate with the main control virtual object to perform the operation of searching for and attacking the enemy virtual object.
[0099] In some embodiments, in the following mode, when one or more virtual objects of the virtual object set encounter the enemy virtual object during the movement of the virtual object set following the main control virtual object, the virtual object set can be switched from the following mode to the attack mode: that is, the multiple virtual objects in the virtual object set are switched from following the movement of the main control virtual object to actively searching for and attacking the enemy virtual object; if the virtual objects of the own side in the virtual object set do not encounter the enemy virtual object, the virtual object set remains in the following mode and continues to follow the movement of the main control virtual object.
[0100] In some embodiments, in the attack mode, the virtual object of the own side detects whether an enemy virtual object is encountered every time the virtual object of the own side moves a distance; if the enemy virtual object is detected, the virtual object of the own side moves to the enemy virtual object and attacks the enemy virtual object; if the enemy virtual object is not detected, the virtual object of the own side continues to move and detects whether the enemy virtual object is encountered again after moving a distance. In some embodiments, in the attack mode, the multiple virtual objects of the own side do not need to maintain the previous distance and formation, but also cannot be too far apart, for example, the distance between adjacent virtual objects of the own side is less than or equal to the attack distance threshold. The specific value of the attack distance threshold can be set by the relevant technical personnel according to the actual situation, and the embodiments of the present application do not limit this.
[0101] It can be seen that in the following mode, the virtual object of the own side preferentially follows the movement of the main control virtual object and does not actively search for the enemy virtual object, and if the enemy virtual object is encountered in the following mode, the virtual object set is switched to the attack mode; in the attack mode, the virtual object of the own side no longer follows the movement of the main control virtual object, but takes searching for the enemy as the first goal and searches for the enemy virtual object while moving (i.e., searches for the enemy while walking).
[0102] In some embodiments, such as Figure 3 As shown, during the overall movement of the virtual object set 31, hostile virtual objects are searched with the virtual object set as the center (e.g., with the first friendly virtual object 32 as the center) and a third threshold as the radius. Optionally, if a hostile virtual object (e.g., hostile virtual object 33) is located within the range with the first friendly virtual object 32 as the center and the third threshold as the radius, it means that the hostile virtual object has been found by the virtual object set 31, and the friendly virtual objects in the virtual object set can move towards the found hostile virtual object; hostile virtual objects located outside the range with the first friendly virtual object 32 as the center and the third threshold as the radius (e.g., hostile virtual object 34) will not be detected by the virtual object set. In some embodiments, the first friendly virtual object is marked with a special mark to identify and highlight the first friendly virtual object.
[0103] In some embodiments, during the process of multiple friendly virtual objects moving and searching as a whole in a set of virtual objects, if a first hostile virtual object is discovered through the field of vision of the first friendly virtual object, then a search range is determined based on the location of the first hostile virtual object in order to search for other hostile virtual objects.
[0104] In some embodiments, the set of virtual objects searches for enemies according to the field of vision of the first friendly virtual object. Once an enemy virtual object appears in the field of vision of the first friendly virtual object and its location is determined, it means that the first friendly virtual object has found the enemy virtual object (i.e., the first enemy virtual object). Generally speaking, enemy virtual objects also move as a whole in sets. There are likely other enemy virtual objects in the same set in the vicinity of the first enemy virtual object. Therefore, other enemy virtual objects can be searched within a certain search range based on the first enemy virtual object, thereby improving the success rate of enemy finding. At the same time, it maintains a certain degree of integrity of friendly virtual objects and avoids friendly virtual objects being too scattered among each other during the process of searching for enemies separately.
[0105] In some embodiments, such as Figure 4 As shown, other hostile virtual objects included in the search range 35 are identified as enemy targets, and these hostile virtual objects are assigned to friendly virtual objects in the virtual object set. For example, after a hostile virtual object a is assigned to a friendly virtual object A, the friendly virtual object A can move towards the hostile virtual object a to search for it.
[0106] Step 230: According to the search range of the virtual object set, control the friendly virtual objects in the virtual object set to search for other hostile virtual objects in a dispersed manner.
[0107] In some embodiments, after the search range is determined, the own virtual objects can no longer maintain the formation distribution manner of the virtual object set, but are dispersed to move towards and search for the assigned enemy virtual objects in the search range. In some embodiments, the own virtual objects take the first enemy virtual object as the base point and search for the enemy from near to far. That is, the search priority of the position closer to the first enemy virtual object is higher than that of the position farther from the first enemy virtual object. For example, the own virtual objects prefer to search for the enemy in the position closer to the first enemy virtual object, and if no new enemy virtual object is found in the closer position, the own virtual objects search for the enemy in the position relatively farther from the first enemy virtual object, and so on. If no new enemy virtual object is found at the boundary position of the search range, the own virtual objects will not exceed the boundary of the search range, but continue to search or stop searching in the search range.
[0108] In summary, in the technical solution provided by the embodiments of the present application, the virtual object set is controlled to move as a whole, and after one own virtual object in the virtual object set encounters one enemy virtual object, multiple own virtual objects in the virtual object set are dispersed to search for other enemy virtual objects in a certain search range, so as to ensure that the distances between the multiple own virtual objects are not too far, and to search for other enemy virtual objects in the search range without searching in the entire virtual scene, and to improve the search success rate of the multiple own virtual objects.
[0109] For reference Figure 5 which shows a flowchart of a virtual object control method provided by another embodiment of the present application. In this embodiment, the method is mainly exemplified by being applied to the terminal device introduced above. The method can include the following steps (510-540):
[0110] Step 510, display a virtual scene containing a master virtual object and a virtual object set, and the virtual object set includes multiple own virtual objects.
[0111] This step 510 is the same as or similar to the content of the above step 210, and will not be repeated here.
[0112] Step 520, in the case that the virtual object set is in the first cooperation mode and a first own virtual object in the multiple own virtual objects encounters a first enemy virtual object, determine a circular region with the position of the first enemy virtual object as the center and a second threshold as the radius as the search range.
[0113] In some embodiments, the search range is a circular area, with the center of the circular area being the location of the first hostile virtual object. If the location of the first hostile virtual object changes after it has been found, the center of the circular area remains the location where the first hostile virtual object was first found, and will not change due to the change in the location of the first hostile virtual object, thereby maintaining the stability of the search range and saving computing resources of the terminal device.
[0114] In some embodiments, the specific value of the second threshold can be set by relevant technical personnel according to the actual situation, and this application embodiment does not specifically limit it.
[0115] Step 530: Control multiple friendly virtual objects to search for and attack enemy virtual objects using themselves as the base point.
[0116] In some embodiments, a second friendly virtual object among multiple friendly virtual objects is controlled to search for and attack enemy virtual objects from near to far, using its own location as a base point. While searching for enemy virtual objects assigned to it, the second friendly virtual object also searches for enemy virtual objects within a radius of a fourth threshold centered on itself. If the second friendly virtual object has not yet found the enemy virtual object assigned to it, but finds another enemy virtual object within a radius of the fourth threshold centered on itself, and this other enemy virtual object has not yet been found and attacked by other friendly virtual objects, then it prioritizes locking onto and attacking this other enemy virtual object. After attacking this other enemy virtual object, it continues searching for the enemy virtual object initially assigned to it. In other words, when the other hostile virtual object is within a radius of itself and the fourth threshold, it can be considered that the other hostile virtual object poses a higher threat to the second friendly virtual object. At this time, the mechanism of dispersed search is temporarily ignored (i.e., regardless of whether the second friendly virtual object has been assigned a hostile virtual object), and the other hostile virtual object is prioritized as the attack target of the second friendly virtual object and attacked first.
[0117] For example, such as Figure 4 As shown, after the hostile virtual object 36 is assigned to the friendly virtual object 37, the friendly virtual object 37 moves towards the hostile virtual object 36 to search for the hostile virtual object 36. At the same time, it will continuously search for hostile virtual objects with itself as the center and the fourth threshold as the radius. If the hostile virtual object 38 is found before the hostile virtual object 36 is found, the friendly virtual object 37 will lock onto and attack the hostile virtual object 38 first. After attacking the hostile virtual object 38, it will continue to search for the hostile virtual object 36.
[0118] In some embodiments, such as Figure 4As shown, the closer the position to the own virtual object 37, the higher the enemy searching priority; the farther the position to the own virtual object 37, the lower the enemy searching priority. For example, if there are multiple enemy virtual objects in the range with the own virtual object 37 as the center and the fourth threshold as the radius, the enemy virtual object closest to the own virtual object 37 is determined as the new enemy searching target, that is, the enemy virtual object closest to the own virtual object 37 is preferentially locked and attacked.
[0119] In step 540, in the case that the second enemy virtual object has been searched, the other own virtual objects in the virtual object set that have not searched for enemy virtual objects continue to search for other enemy virtual objects other than the second enemy virtual object.
[0120] In some embodiments, if an enemy virtual object (such as the second virtual object) has been searched by a certain own virtual object, other own virtual objects no longer take the enemy virtual object as an enemy searching target or attack target, but search for other enemy virtual objects that have not been searched.
[0121] In some possible implementations, in the first time length, if a third own virtual object in the multiple own virtual objects does not search for an enemy virtual object in the search range of the virtual object set, the third own virtual object searches and attacks the enemy virtual object that has been searched by other own virtual objects from near to far with the position of the third own virtual object as the base point. In this implementation, in the first time length, if the third own virtual object in the multiple own virtual objects does not search for an enemy virtual object in the search range of the virtual object set, it can be considered that the enemy virtual object has been searched, in order to speed up the process of attacking the enemy virtual object, the third own virtual object can select the closest enemy virtual object that has been searched, and attack the enemy virtual object together with the own virtual object that searches for the enemy virtual object, thereby improving the attack efficiency of attacking the enemy virtual object.
[0122] In summary, in the technical scheme provided by the embodiments of the present application, the enemy virtual object is allocated to the own virtual object, so that the enemy virtual objects in the search range can be searched as much as possible, and the overall enemy searching success rate is improved. Further, in the process of searching for the allocated enemy virtual object by the own virtual object, if a virtual object in a relatively close position is encountered, the virtual object in the relatively close position is preferentially replaced as a new enemy searching target, and then approached and attacked, so that the attack efficiency of attacking the enemy virtual object is taken into account.
[0123] In addition, in the case that a certain hostile virtual object has been searched by a certain friendly virtual object, other friendly virtual objects no longer determine the searched hostile virtual object as a target, but search other hostile virtual objects that have not been searched, so as to save the attack ability of the friendly virtual objects to search and attack as many hostile virtual objects as possible.
[0124] In some possible implementations, the behavior strategy of the virtual object set is decided by an AI (Artificial Intelligence) decision system under the control of the user. As shown in Figure 6 the decision system includes a virtual object set controller 39 and a friendly virtual object AI behavior tree 40. The virtual object set controller 39 stores information related to the overall behavior of the virtual object set, such as:
[0125] Formation: defines the position information related to the formation of the virtual object set.
[0126] Formation scheme: entered when the formation of the virtual object set is switched by the user, the scheme is associated with each executable behavior, and the user can select to execute a certain behavior by pressing a key or other input method, which is also called the active skill of the virtual object set. For example, the skill of the virtual object set can be configured to change from a palisade to a gun line in a certain formation.
[0127] Default key input behavior: a behavior triggered by the user by pressing a key or other input method, for example, when the user issues a free attack instruction to the virtual object set, the free attack behavior is entered.
[0128] Behavior: the specific content executed by the virtual object set, which can store the duration of the behavior, the next behavior after the behavior ends, the cooling time of the next time the behavior is entered, the enemy searching strategy under the behavior, etc.
[0129] When executing a specific behavior, each friendly virtual object is assigned a behavior tree for execution. During game running, the friendly virtual object reacts to the instruction based on the hierarchical decision behavior tree designed by the game planner in advance. As shown in Figure 7 the free attack behavior can include the following branches:
[0130] Branch 710: determine whether there is a hostile virtual object in the field of view of the friendly virtual object, if yes, execute branch 721, if no, execute branch 722;
[0131] Branch 721: determine whether there is a hostile virtual object in the attack range of the friendly virtual object, if yes, execute branch 731, if no, execute branch 732;
[0132] Branch 722, keep waiting;
[0133] Branch 731, control the self virtual object to attack the enemy virtual object located at the position.
[0134] Branch 732, approach the enemy virtual object.
[0135] Please refer to Figure 8 which shows a flowchart of a method for controlling virtual objects according to another embodiment of the present application. In this embodiment, the method is mainly exemplified by being applied to the terminal device introduced above. The method can include the following steps (810-830):
[0136] Step 810, display a master virtual object and self virtual objects in a specified virtual object set in a virtual scene.
[0137] The master virtual object is a virtual object configured independently in a master object configuration interface.
[0138] Illustratively, there is a master object configuration interface in the game, which is used to independently configure the master virtual object controlled by the user. For example, the user switches the appearance, clothes, virtual props, virtual mounts, etc. of the master virtual object in the master object configuration interface.
[0139] In some embodiments, the specified virtual object set is used to indicate a selected virtual object set.
[0140] Illustratively, based on a selection operation on the specified virtual object set in the plurality of candidate virtual object sets, the master virtual object and the self virtual objects in the specified virtual object set are displayed in the virtual scene.
[0141] Optionally, the virtual object set is an object group composed of a plurality of self virtual objects of the same type or different types. The type is used to indicate the type of the self virtual object, and the virtual object set can include self virtual objects of the same type or different types.
[0142] The virtual object set composed of self virtual objects of the same type is used to indicate that the types of different self virtual objects in a virtual object are the same, and the virtual object set composed of self virtual objects of different types is used to indicate that the types of different self virtual objects in a virtual object can be different, for example, a virtual object set composed of 3 virtual objects of type A and 2 virtual objects of type B.
[0143] In the embodiments of the present application, the self virtual objects in the virtual object set are exemplified by being self virtual objects of the same type.
[0144] Illustratively, in a virtual object set selection interface of a virtual war game, a plurality of candidate virtual object sets are included, for example, in virtual object set 1, 50 virtual objects of the first side are included, and the 50 virtual objects of the first side belong to the same type of virtual objects, for example, the 50 virtual objects of the first side all belong to the virtual objects of the close combat infantry type.
[0145] Illustratively, in a virtual object set selection interface of a virtual war game, a plurality of candidate virtual object sets are included, for example, in virtual object set 1, 50 virtual objects of the first side are included, and the 50 virtual objects of the first side belong to the same type of virtual objects, for example, the 50 virtual objects of the first side all belong to the virtual objects of the close combat infantry type.
[0146] Illustratively, in a virtual object set selection interface of a virtual war game, a plurality of candidate virtual object sets are included, for example, in virtual object set 1, 50 virtual objects of the first side are included, and the 50 virtual objects of the first side belong to the same type of virtual objects, for example, the 50 virtual objects of the first side all belong to the virtual objects of the close combat infantry type.
[0147] Illustratively, virtual object set A is a candidate virtual object set displayed in the virtual object set selection interface, and the candidate virtual object set is a virtual object set of the cavalry type, and the virtual objects of the first side in the virtual object set are virtual objects of the cavalry type; or virtual object set B is a candidate virtual object set displayed in the virtual object set selection interface, and the candidate virtual object set is a virtual object set of the close combat infantry type, and the virtual objects of the first side in the virtual object set are virtual objects of the close combat infantry type.
[0148] Illustratively, in a virtual object set selection interface of a virtual war game, a plurality of candidate virtual object sets are included, for example, in virtual object set 1, 50 virtual objects of the first side are included, and the 50 virtual objects of the first side belong to the same type of virtual objects, for example, the 50 virtual objects of the first side all belong to the virtual objects of the close combat infantry type.
[0149] Alternatively, the corresponding virtual object categories of different candidate virtual object sets can be the same. Illustratively, the virtual object set selection interface includes virtual object set A, virtual object set B, and virtual object set C. Virtual object set A is a virtual object set of cavalry type, virtual object set B is a virtual object set of close combat infantry type, and virtual object set C is also a virtual object set of close combat infantry type, i.e., the corresponding virtual object categories of different candidate virtual object sets can be the same (the category of virtual object set A is the same as the category of virtual object set C).
[0150] In some embodiments, as shown in FIG. 13, an interface diagram for virtual object set selection is illustrative, which includes a plurality of virtual objects 13 participating in a virtual battle, a candidate virtual object set column 14, a thumbnail 15 of a virtual scene, and the like. Figure 9
[0151] The plurality of virtual objects 13 are used to indicate virtual objects belonging to the same camp as the host virtual object; and the candidate virtual object set column 14 includes at least one candidate virtual object set.
[0152] Optionally, the candidate virtual object sets stored in the candidate virtual object set column 14 are used to indicate candidate virtual object sets that can be selected and switched during the virtual battle.
[0153] Illustratively, based on a triggering operation on a specified function region in the virtual object set selection, the plurality of candidate virtual object sets are adjusted. For example, by triggering the adding control 16 in the candidate virtual object set column 14, the candidate virtual object set shown in FIG. 13 is added; or by triggering the flipping control 17 in the candidate virtual object set column 14, other selected virtual object sets are displayed, and the like. Figure 5
[0154] In an optional embodiment, based on a selection operation on a specified virtual object set in the at least one selected candidate virtual object set, the host virtual object and the home virtual object in the specified virtual object set are displayed in the virtual scene.
[0155] Illustratively, as shown in FIG. 14, when a selection operation on the candidate virtual object set 18 in the candidate virtual object set column 14 is received, the candidate virtual object set 18 is taken as a specified virtual object set, and the host virtual object and the home virtual object in the candidate virtual object set 18 are displayed in the virtual scene. Figure 5
[0156] 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.
[0157] In an optional embodiment, the virtual object category corresponds to a virtual battle mode of the virtual object in the virtual scene.
[0158] For example, the virtual object in the virtual object set A is a virtual object of the cavalry type, and when the virtual object in the virtual object set A performs virtual battle in the virtual scene, a virtual battle mode corresponding to the cavalry type is used for virtual battle, such as that the virtual object in the virtual object set A attacks the enemy virtual object on the horseback, and the attack mode on the horseback is taken as the virtual battle mode corresponding to the cavalry type.
[0159] For example, the virtual object in the virtual object set A is a virtual object of the cavalry type, and when the virtual object in the virtual object set A performs virtual battle in the virtual scene, a virtual battle mode corresponding to the cavalry type is used for virtual battle, such as that the virtual object in the virtual object set A attacks the enemy virtual object on the horseback, and the attack mode on the horseback is taken as the virtual battle mode corresponding to the cavalry type.
[0160] For example, the virtual object in the virtual object set A is a virtual object of the cavalry type, and when the virtual object in the virtual object set A performs virtual battle in the virtual scene, a virtual battle mode corresponding to the cavalry type is used for virtual battle, such as that the virtual object in the virtual object set A attacks the enemy virtual object on the horseback, and the attack mode on the horseback is taken as the virtual battle mode corresponding to the cavalry type.
[0161] For example, the virtual object in the virtual object set A is a virtual object of the cavalry type, and when the virtual object in the virtual object set A performs virtual battle in the virtual scene, a virtual battle mode corresponding to the cavalry type is used for virtual battle, such as that the virtual object in the virtual object set A attacks the enemy virtual object on the horseback, and the attack mode on the horseback is taken as the virtual battle mode corresponding to the cavalry type.
[0162] In an optional embodiment, a virtual object set selection interface is displayed, and based on a selection operation of a specified virtual object set in a plurality of candidate virtual object sets, a host virtual object and a local virtual object in the specified virtual object set are displayed in the virtual scene.
[0163] The virtual object set selection interface is used to provide selection of at least one candidate virtual object in the plurality of candidate virtual object sets.
[0164] Optionally, after the plurality of candidate virtual object sets in the virtual object set selection interface is displayed, the user selects at least one virtual object set from the plurality of candidate virtual object sets as the specified virtual object set, so as to realize the selection operation of the specified virtual object set.
[0165] Illustratively, the multiple candidate virtual object sets include a candidate virtual object set M, a candidate virtual object set L, and a candidate virtual object set N. The user selects the candidate virtual object set M from the three candidate virtual object sets as the specified virtual object set, so that the host virtual object and the own virtual object in the candidate virtual object set M are displayed in the virtual scene, so that the own virtual object in the candidate virtual object set M participates in the virtual battle; or the user selects the candidate virtual object set M and the virtual object set N from the three candidate virtual object sets as the specified virtual object set based on the battle requirement, so that the host virtual object, the own virtual object in the candidate virtual object set M, and the own virtual object in the candidate virtual object set N are displayed in the virtual scene, so that the own virtual object in the candidate virtual object set M and the own virtual object in the virtual object set N participate in the virtual battle, and the like.
[0166] In an optional embodiment, at least one candidate virtual object set in the multiple candidate virtual object sets is recommended based on the virtual battle requirement of the virtual scene.
[0167] Illustratively, when the virtual scene is implemented as a close combat virtual scene, the virtual battle requirement corresponding to the close combat virtual scene is usually implemented as a close combat requirement. The candidate virtual object set M in the three candidate virtual object sets is a candidate virtual object set composed of the own virtual object set of the close combat infantry type. The candidate virtual object set M is recommended based on the close combat requirement.
[0168] Illustratively, the candidate virtual object set M is recommended in a special effect manner, for example, highlighting the selection box corresponding to the candidate virtual object set M to implement the process of recommending the candidate virtual object set M; or recommending the candidate virtual object set M in an enlarged manner, for example, enlarging the selection box corresponding to the candidate virtual object set M to implement the process of recommending the candidate virtual object set M, and the like.
[0169] Optionally, the candidate virtual object set indicated by the recommendation result is taken as a recommended virtual object set. A selection operation on the recommended virtual object set is received, so that the host virtual object and the own virtual object in the recommended virtual object set are displayed in the virtual scene.
[0170] In step 820, in response to receiving the first control operation on the host virtual object, the host virtual object performs a first action animation corresponding to the first control operation in the virtual scene is displayed.
[0171] Illustratively, the first control operation is used to indicate an operation mode of controlling the host virtual object to perform a corresponding action in the virtual scene.
[0172] 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 run in the virtual scene, and based on the first control operation, the host virtual object is controlled to perform a run in the virtual scene; or the first control operation is used to control the host virtual object to perform a crawl in the virtual scene, and based on the first control operation, the host virtual object is controlled to perform a crawl in the virtual scene, and the like.
[0173] Based on the received first control operation for the host virtual object, a first action animation corresponding to the first control operation is displayed for the host virtual object to perform in the virtual scene.
[0174] The first action animation is used to show the action form corresponding to the first control operation.
[0175] 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 run in the virtual scene, and the first action animation corresponding to the first control operation is implemented as a run animation; or the first control operation is used to control the host virtual object to perform a crawl in the virtual scene, and the first action animation corresponding to the first control operation is implemented as a crawl animation, and the like.
[0176] In an optional embodiment, in response to receiving a cooperation mode selection operation for the specified virtual object set, the home virtual object in the specified virtual object set is controlled to enter a target cooperation mode.
[0177] The target cooperation mode is a cooperation mode of the home virtual object for the host virtual object in the virtual battle.
[0178] Optionally, the target cooperation mode includes at least one of a hold mode, a follow mode, and an attack mode.
[0179] The hold mode is used to instruct the home virtual object to arrange in a specified formation at a specified position for the virtual battle.
[0180] The follow mode (i.e., the second cooperation mode described above) is used to instruct the home virtual object in the specified virtual object set to follow the host virtual object in the virtual scene.
[0181] The attack mode (i.e., the first cooperation mode described above) is used to instruct searching for an enemy virtual object in a preset attack range corresponding to a specified virtual object set, and in response to the presence of an enemy virtual object in the preset attack range, a friendly virtual object in the specified virtual object set attacks the enemy virtual object, or in response to the presence of an enemy virtual object in the preset attack range, a friendly virtual object in the specified virtual object set attacks an enemy virtual object in an enemy virtual object set, and the like.
[0182] As shown in the schematic diagram, Figure 10 The cooperation mode selection control includes a follow mode selection control 1041, a hold mode selection control 1042, and an attack mode selection control 1043. The letters before the different selection controls indicate the way of triggering the selection control, for example, triggering the C key to select the follow mode selection control 1041, triggering the X key to select the hold mode selection control 1042, and triggering the V key to select the attack mode selection control 1043.
[0183] Optionally, after the user selects the hold mode selection control 1042 by the C key, the hold mode selection control 1042 is in the "selected state" (the control box is highlighted), and the hold mode corresponding to the hold mode selection control 1042 is the target cooperation mode entered by the friendly virtual object.
[0184] As shown in the schematic diagram,
[0185] As shown in the schematic diagram, when the friendly virtual object attacks the enemy virtual object, the virtual battle mode when attacking the enemy virtual object is determined according to the type of the friendly virtual object.
[0186] Step 830: In response to receiving the second control operation on the specified virtual object set, displaying the specified virtual object set performing the second action animation of the cooperation master virtual object in the virtual scene.
[0187] As shown in the schematic diagram,
[0188] In an optional embodiment, in response to receiving the second control operation on the specified virtual object set, the friendly virtual object in the specified virtual object set enters the target cooperation mode.
[0189] Optionally, after displaying the host virtual object and the own virtual object in the virtual scene, the user can select a cooperation mode of the specified virtual object set, so as to select and control the virtual battle state of the specified virtual object set.
[0190] In an optional embodiment, in response to receiving the triggering operation on the cooperation mode selection control, the target cooperation mode is determined.
[0191] Illustratively, 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 user on the cooperation mode selection control, the target cooperation mode of the own virtual object in the specified object group for virtual battle is determined.
[0192] The target cooperation mode is used to indicate that the own virtual object cooperates with the host virtual object in the virtual battle.
[0193] Illustratively, after the target cooperation mode is determined, the own virtual object moves, attacks, and the like in the virtual scene based on the target cooperation mode, so as to cooperate with the host virtual object in the virtual battle in the virtual scene.
[0194] For example, the target cooperation mode is a follow mode, and after the target cooperation mode is determined, the own virtual object in the specified virtual object set follows the host virtual object in the virtual scene; or the target cooperation mode is a hold mode, and after the target cooperation mode is determined, the own virtual object in the specified virtual object set holds at a specified position in the virtual scene.
[0195] In an optional embodiment, in response to receiving the cooperation mode switching operation, the own virtual object in the specified virtual object set is controlled to switch to the target cooperation mode.
[0196] Illustratively, under the condition that the own virtual object in the specified virtual object set is in a cooperation mode, after receiving the switching operation of the cooperation mode, the own virtual object in the specified virtual object set is controlled to switch to the target cooperation mode.
[0197] For example, when displaying a home virtual object in a specified virtual object set in a virtual scene, the home virtual object is in a default cooperation mode (e.g., cooperation mode A), and after a user triggers a cooperation mode B corresponding cooperation mode control, the home virtual object in the specified virtual object set is switched to cooperation mode B (i.e., target cooperation mode). Or, after the home virtual object in the specified virtual object set is controlled to enter cooperation mode A, the user wants the home virtual object to cooperate with the master virtual object in cooperation mode B, and then the cooperation mode is switched from cooperation mode A to cooperation mode B, so that the home virtual object in the specified virtual object set assists the master virtual object in cooperation mode B.
[0198] In an optional embodiment, the home virtual object is displayed as performing a second action animation corresponding to the target cooperation mode in the virtual scene.
[0199] Illustratively, after the user selects the target cooperation mode, a second action animation is displayed, which is used to show the home virtual object performing an action corresponding to the target cooperation mode in the virtual scene.
[0200] Optionally, the second action animation includes the home virtual object performing an action animation corresponding to the target cooperation mode on an enemy virtual object.
[0201] The enemy virtual object is used to indicate a virtual object that is in a different camp from the master virtual object, and in the virtual scene, the camp corresponding to the master virtual object virtually battles with the camp corresponding to the enemy virtual object.
[0202] Optionally, the home virtual object in the specified virtual object set belongs to the same camp as the master virtual object, and when virtually battling, the home virtual object assists the master virtual object to attack the enemy virtual object.
[0203] After the home virtual object in the specified virtual object set enters the target cooperation mode, the home virtual object assists the master virtual object according to the target cooperation mode, for example, when the target cooperation mode is implemented as a follow mode, the home virtual object follows the master virtual object to produce a multi-attack attack effect on the enemy virtual object; or when the target cooperation mode is implemented as a hold mode, the home virtual object arranges into a specified formation at a specified position according to the instructions of the master virtual object, and establishes a resistance barrier through the specified formation to reduce the enemy virtual object's desire to seek, thereby effectively protecting the garrison area indicated by the specified formation or the master virtual object.
[0204] Illustratively, a preset region behind the own virtual object in the designated formation is designated as the garrison region indicated by the designated formation; or a preset region surrounded by the own virtual object in the designated formation is designated as the garrison region indicated by the designated formation, and the like.
[0205] Optionally, in the garrison mode, the own virtual object in the designated formation attacks the hostile virtual object based on the user's control; or automatically attacks the hostile virtual object in response to the hostile virtual object being located within a preset attack range of the designated formation, and the like.
[0206] Illustratively, in the target cooperation mode, when the control of the own virtual object to attack the hostile virtual object, the hostile virtual object is attacked according to the virtual combat mode corresponding to the own virtual object.
[0207] For example, in the target cooperation mode, when the own virtual object is a virtual object of the melee infantry type, when the control of the own virtual object to attack the hostile virtual object, the own virtual object is controlled to attack the hostile virtual object within a certain range on the virtual ground, such as using the virtual spear configured by the own virtual object to attack the hostile virtual object within a certain range, so as to display the attack animation of the own virtual object to the hostile virtual object. The virtual combat mode of the virtual object of the melee infantry type is to attack the hostile virtual object within a certain range using a virtual spear.
[0208] Or, in the target cooperation mode, when the own virtual object is a virtual object of the cavalry type, when the control of the own virtual object to attack the hostile virtual object, the own virtual object is controlled to attack the hostile virtual object within a certain range on the horseback, such as using the virtual sword configured by the own virtual object to attack the hostile virtual object within a certain range, so as to display the attack animation of the own virtual object to the hostile virtual object. The virtual combat mode of the virtual object of the cavalry type is to attack the hostile virtual object using a virtual sword, and the like.
[0209] It is worth noting that the above is only an illustrative example, and the embodiments of the present application are not limited thereto.
[0210] In summary, when receiving a selection operation on a specified virtual object set, a host virtual object configured independently in a host object configuration interface and a self virtual object in the specified virtual object set are displayed in a virtual scene; when receiving a first control operation on the host virtual object, a first action animation corresponding to the first control operation is displayed for the host virtual object to perform; and when receiving a second control operation on the specified virtual object set, a second action of the specified virtual object set cooperating with the host virtual object is displayed. The above method can avoid the user playing the game only by manipulating the host virtual object, and can mobilize the self virtual object in the specified virtual object set to cooperate with the host virtual object to perform a virtual battle through the second control operation on the specified virtual object set, thereby enriching the game play, facilitating the user to attack the enemy virtual object more comprehensively and more powerfully, greatly enhancing the reality of the virtual scene, and improving the user's game experience.
[0211] 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, refer to the method embodiments of the present application.
[0212] Please refer to Figure 11 which shows a block diagram of a virtual object control apparatus provided by an embodiment of the present application. The apparatus has the functions of implementing the above-mentioned virtual object control 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 on the terminal device. The apparatus 1100 can include a scene display module 1110, a range determination module 1120, and a search control module 1130.
[0213] The scene display module 1110 is configured to display a virtual scene containing a host virtual object and a virtual object set, the virtual object set including a plurality of self virtual objects; wherein the self virtual objects are configured to cooperate with the host virtual object to perform operations.
[0214] The range determination module 1120 is configured to, in a case where the virtual object set is in a first cooperation mode and a first self virtual object in the plurality of self virtual objects encounters a first enemy virtual object, determine a search range of the virtual object set searching for other enemy virtual objects based on the first enemy virtual object, the enemy virtual object being a virtual object having an enemy relationship with the self virtual object.
[0215] The search control module 1130 is configured to control the self virtual objects in the virtual object set to search for other enemy virtual objects in a scattered manner according to the search range of the virtual object set.
[0216] In some embodiments, as Figure 12As shown, the object searching module 1130 includes an object searching submodule 1131.
[0217] The object searching submodule 1131 is configured to control the multiple friendly virtual objects to search for and attack the hostile virtual object based on the position of the multiple friendly virtual objects.
[0218] The object searching submodule 1131 is further configured to, in a case where a second hostile virtual object has been searched for, control other friendly virtual objects in the virtual object set that have not searched for a hostile virtual object to continue searching for other hostile virtual objects other than the second hostile virtual object.
[0219] In some embodiments, as shown in FIG. 11, the object searching submodule 1131 is configured to: Figure 12
[0220] control a second friendly virtual object in the multiple friendly virtual objects to search for and attack the hostile virtual object based on the position of the second friendly virtual object.
[0221] In some embodiments, as shown in FIG. 11, the device 1100 further includes a movement control module 1140. Figure 12
[0222] The movement control module 1140 is configured to, in a case where the virtual object set is in a second cooperation mode, control the master virtual object to move based on a first movement control operation in response to the first movement control operation for the master virtual object.
[0223] The movement control module 1140 is further configured to control the virtual object set to move as a whole following the master virtual object.
[0224] In some embodiments, as shown in FIG. 11, the movement control module 1140 is configured to: Figure 12
[0225] generate a plurality of array points in a set area corresponding to the current position of the master virtual object;
[0226] control the multiple friendly virtual objects to move to the set area according to the positions of the plurality of array points, each array point corresponding to a friendly virtual object.
[0227] In some embodiments, the object searching module 1130 is further configured to, within a first time length, if a third friendly virtual object in the multiple friendly virtual objects does not search for the hostile virtual object within the searching range of the virtual object set, control the third friendly virtual object to search for and attack the hostile virtual object that has been searched for by other friendly virtual objects based on the position of the third friendly virtual object.
[0228] In some embodiments, the range determining module 1120 is configured to determine a circular region with a position of the first hostile virtual object as a center and a second threshold as a radius as the search range.
[0229] In summary, in the technical scheme provided by the embodiments of the present application, the virtual object set is controlled to move as a whole first, and after one friendly virtual object in the virtual object set encounters one hostile virtual object, multiple friendly virtual objects in the virtual object set disperse to search for other hostile virtual objects within a certain search range, so as to ensure that the distances between the multiple friendly virtual objects are not too far apart, and the multiple friendly virtual objects search for other hostile virtual objects within the search range without searching in the entire virtual scene, and the search success rate of the multiple friendly virtual objects is improved.
[0230] It should be noted that the apparatus provided in the above embodiments is only used as an example to illustrate the division of the above functional modules in realizing the functions thereof, and in actual applications, the above 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 in the above embodiments belong to the same concept, and the specific implementation process is described in detail in the method embodiments, which will not be described here.
[0231] Please refer to Figure 13 which shows a structural block diagram of a terminal device 1300 provided in an embodiment of the present application. The terminal device 1300 can be an electronic device such as a mobile phone, a tablet computer, a game console, an e-book reader, a multimedia playback device, a wearable device, a PC, etc. The terminal device is used to implement the virtual object control method provided in the above embodiments. The terminal device 1300 can be a terminal device 11 in the implementation environment shown in the above embodiments. Specifically: Figure 1
[0232] Generally, the terminal device 1300 includes a processor 1301 and a memory 1302.
[0233] The processor 1301 can include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1301 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 1301 can also include a main processor and a co-processor, the main processor being a processor for processing data in an awake state, also referred to as a CPU (Central Processing Unit), and the co-processor being a low-power processor for processing data in a standby state. In some embodiments, the processor 1301 can be integrated with a GPU (Graphics Processing Unit) for rendering and drawing content required to be displayed by the display screen. In some embodiments, the processor 1301 can further include an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.
[0234] The memory 1302 can include one or more computer-readable storage media that can be non-transitory. The memory 1302 can also include a high-speed random access memory, and a nonvolatile 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 1302 is used to store a computer program and is configured to be executed by one or more processors to implement the above-mentioned virtual object control method.
[0235] In some embodiments, the terminal device 1300 can also optionally include a peripheral device interface 1303 and at least one peripheral device. The processor 1301, the memory 1302, and the peripheral device interface 1303 can be connected through a bus or a signal line. Each peripheral device can be connected to the peripheral device interface 1303 through a bus, a signal line, or a circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 1304, a display screen 1305, an audio circuit 1306, and a power supply 1307.
[0236] Those skilled in the art can understand that the structure shown in the above description is not a limitation on the terminal device 1300, and can include more or fewer components than the illustration, or combine certain components, or use different component arrangements. Figure 13
[0237] In an exemplary 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.
[0238] In an exemplary embodiment, a computer program product is also provided, the computer program product being loaded and executed by a processor to implement the above-mentioned virtual object control method.
[0239] It should be understood that "multiple" referred to herein means two or more. "And / or", which describes the association relationship of associated objects, means that there can be three relationships, for example, A and / or B can mean that 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.
[0240] 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 method for controlling a virtual object, characterized in that, The method includes: The display shows a virtual scene containing a master virtual object and a set of virtual objects, wherein the set of virtual objects includes multiple friendly virtual objects; wherein the friendly virtual objects are used to cooperate with the master virtual object to perform operations; In the virtual scene, at least two cooperation mode selection controls are displayed. Different cooperation mode selection controls correspond to different cooperation modes. The cooperation modes include at least one of the following: follow mode and stick mode. When the virtual object set is in the first mating mode, in response to the trigger operation of the mating mode selection control, the virtual object set is controlled to switch from the first mating mode to the target mating mode; After the set of virtual objects enters the target cooperation mode, the friendly virtual objects are controlled to assist the master virtual object according to the target cooperation mode; wherein, when the target cooperation mode is implemented as the follow mode, the friendly virtual objects follow the master virtual object to generate an attack effect against hostile virtual objects, the hostile virtual objects being virtual objects that have a hostile relationship with the friendly virtual objects; or, when the target cooperation mode is implemented as the hold mode, the friendly virtual objects are arranged into a designated formation according to the instructions of the master virtual object to protect the guarded area indicated by the designated formation or the master virtual object, the guarded area including at least one of the following: a preset area behind the friendly virtual objects in the designated formation, or a preset area surrounded by the friendly virtual objects in the designated formation; When the set of virtual objects is in the target cooperation mode, and the first friendly virtual object among the plurality of friendly virtual objects encounters the first hostile virtual object, the search range for searching other hostile virtual objects in the set of virtual objects is determined based on the first hostile virtual object; According to the search range of the virtual object set, control the friendly virtual objects in the virtual object set to disperse and search for other hostile virtual objects.
2. The method according to claim 1, characterized in that, The step of controlling the friendly virtual objects in the virtual object set to disperse and search for other hostile virtual objects according to the search range of the virtual object set includes: Control the multiple friendly virtual objects to search for the hostile virtual objects using themselves as the base point; If the second hostile virtual object has been found, control other friendly virtual objects in the set of virtual objects that have not been found to continue searching for other hostile virtual objects besides the second hostile virtual object.
3. The method according to claim 2, characterized in that, The control of the plurality of friendly virtual objects to search for the hostile virtual objects based on themselves includes: The second friendly virtual object among the multiple friendly virtual objects is controlled to search for the hostile virtual object from the nearest to the farthest point, using its own location as the base point.
4. The method according to claim 1, characterized in that, The method further includes: When the virtual object set is in the second coordination mode, in response to the first movement control operation for the master virtual object, the master virtual object is controlled to move based on the first movement control operation; Control the collection of virtual objects to move as a whole, following the master virtual object.
5. The method according to claim 4, characterized in that, The set of controlled virtual objects moves as a whole following the master virtual object, including: Multiple matrix points are generated in the set region corresponding to the current location of the master virtual object; The multiple friendly virtual objects are controlled to move to the set area according to the positions of the multiple matrix points, with each matrix point corresponding to a friendly virtual object.
6. The method according to claim 1, characterized in that, After determining the search range of the virtual object set based on the first hostile virtual object, the method further includes: Within the first time period, if the third friendly virtual object among the plurality of friendly virtual objects fails to find the hostile virtual object within the search range of the virtual object set, then the third friendly virtual object is controlled to search for and attack the hostile virtual object that has been found by other friendly virtual objects, using its own location as the base point, from near to far.
7. The method according to any one of claims 1 to 6, characterized in that, The step of determining the search range for other hostile virtual objects based on the first hostile virtual object set includes: The search range is defined as a circular area centered on the location of the first hostile virtual object and with a second threshold as its radius.
8. A control device for a virtual object, characterized in that, The device includes: The scene display module is used to display a virtual scene containing a master virtual object and a set of virtual objects, wherein the set of virtual objects includes multiple friendly virtual objects; wherein the friendly virtual objects are used to cooperate with the master virtual object to perform operations; The scene display module is also used to display at least two cooperation mode selection controls in the virtual scene. Different cooperation mode selection controls correspond to different cooperation modes. The cooperation modes include at least one of the following: follow mode and stick mode. The scene display module is also used to control the virtual object set to switch from the first cooperation mode to the target cooperation mode in response to a trigger operation of the cooperation mode selection control when the virtual object set is in the first cooperation mode; The scene display module is further configured to, after the virtual object set enters the target cooperation mode, control the friendly virtual objects to assist the master virtual object according to the target cooperation mode; wherein, when the target cooperation mode is implemented as the follow mode, the friendly virtual objects follow the master virtual object to generate an attack effect against hostile virtual objects, the hostile virtual objects being virtual objects that have a hostile relationship with the friendly virtual objects; or, when the target cooperation mode is implemented as the hold mode, the friendly virtual objects arrange themselves into a designated formation according to the instructions of the master virtual object to protect the guarded area indicated by the designated formation or the master virtual object, the guarded area including at least one of the following: a preset area behind the friendly virtual objects in the designated formation, or a preset area surrounded by the friendly virtual objects in the designated formation; The range determination module is used to determine the search range for searching other hostile virtual objects in the virtual object set when the virtual object set is in the target cooperation mode and the first friendly virtual object among the multiple friendly virtual objects encounters the first hostile virtual object; The search control module is used to control the friendly virtual objects in the virtual object set to search for other hostile virtual objects in a dispersed manner according to the search range of the virtual object set.
9. A terminal device, characterized in that, The terminal device includes a processor and a memory, the memory storing 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 7.
10. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, which is loaded and executed by a processor to implement the method for controlling the virtual object as described in any one of claims 1 to 7.
11. A computer program product, characterized in that, The computer program product includes a computer program stored in a computer-readable storage medium, and a processor reads from and executes the computer program to implement the virtual object control method as described in any one of claims 1 to 7.
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