Information processing method and device in game, storage medium and electronic device
By assigning virtual interference items to surviving characters in multiplayer online shooting games to simulate gunshots and display location markers, the problem of gunshot location failure caused by team casualties in the game is solved, improving the game's strategy and entertainment value.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2023-09-12
- Publication Date
- 2026-07-31
AI Technical Summary
In multiplayer online shooting games, when one team is reduced to three or fewer members, the visual cue for gunfire is lost, making it easier for the opposing team to gain an advantage and affecting the game's playability and entertainment value.
Assign virtual interference items to surviving game characters to simulate the sound of virtual weapons attacking and display location markers in the target display area to interfere with the enemy team's gunfire positioning.
Virtual interference items can be used to improve game strategy, enhance gameplay and entertainment, and maintain fairness and competitiveness.
Smart Images

Figure CN117101139B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, and more specifically, to a method, apparatus, storage medium, and electronic device for information processing in games. Background Technology
[0002] In multiplayer online games, especially shooting games, sound localization technology plays a crucial role in game strategy. It helps players perceive their location, communicate and cooperate, improve combat capabilities, and enhance the realism of the game experience. Related technologies incorporate the characteristics of real-world sound propagation into the construction of the game's world. For example, based on the speed of sound in air, multiple sound sensors are installed in the shooting game environment to record gunshots. Using the Time Difference of Arrival (TDOA) method, the firing location can be calculated by comparing the time difference of the gunshot reaching at least three sensors, providing a visual cues for the gunshots. However, as the game progresses, once one team's numbers drop below three, the visual cues for the gunshots are lost, meaning gunshot localization becomes impossible. This allows the opposing team to easily gain an advantage, thus impacting the game's playability and entertainment value.
[0003] There is currently no effective solution to the above problems. Summary of the Invention
[0004] At least some embodiments of this application provide a method, apparatus, storage medium, and electronic device for information processing in games, in order to at least solve the technical problems of inflexible game strategies, low playability, and low entertainment value in game sound positioning methods in related technologies.
[0005] According to one embodiment of this application, an information processing method for a game is provided, applied to a multiplayer online game. The multiplayer online game includes: a first game character controlled by a first client and a second game character controlled by a second client, wherein the first game character belongs to a first character faction and the second game character belongs to a second character faction. The information processing method includes: detecting a first quantity, wherein the first quantity is the number of first game characters in a surviving state in a virtual game scene; in response to the first quantity being less than a preset quantity threshold, allocating virtual interference props to the surviving first game characters, wherein the virtual interference props are used to simulate the sound played when a virtual weapon launches an attack; in response to a placement operation performed on the virtual interference props, obtaining a first position of the virtual interference props in the virtual game scene; in response to an activation operation performed on the virtual interference props, simulating the sound played when a virtual weapon launches an attack at the first position, and displaying the identification information corresponding to the first position in the target display area of the second client.
[0006] According to one embodiment of this application, an information processing device for a game is also provided, applied to a multiplayer online game. The multiplayer online game includes: a first game character controlled by a first client and a second game character controlled by a second client, wherein the first game character belongs to a first character faction and the second game character belongs to a second character faction. The information processing device for the game includes: a detection module for detecting a first quantity, wherein the first quantity is the number of first game characters in a surviving state in a virtual game scene; an allocation module for allocating virtual interference props to the surviving first game characters in response to the first quantity being less than a preset quantity threshold, wherein the virtual interference props are used to simulate the sound played when a virtual weapon launches an attack; an acquisition module for acquiring a first position of the virtual interference prop in the virtual game scene in response to a placement operation performed on the virtual interference prop; and an interference module for simulating the sound played when a virtual weapon launches an attack at the first position in response to an activation operation performed on the virtual interference prop, and displaying the identification information corresponding to the first position in the target display area of the second client.
[0007] According to one embodiment of this application, a computer-readable storage medium is also provided, which stores a computer program, wherein the computer program is configured to execute the information processing method in the game described above when it is run.
[0008] According to one embodiment of this application, an electronic device is also provided, including a memory and a processor, wherein the memory stores a computer program and the processor is configured to run the computer program to perform the information processing method in any of the above-mentioned games.
[0009] In at least some embodiments of this application, by detecting a first quantity, and then responding to the first quantity being less than a preset quantity threshold, a virtual interference prop is assigned to a first game character in a living state. Subsequently, in response to the placement operation performed on the virtual interference prop, the first position of the virtual interference prop in the virtual game scene is obtained. Finally, in response to the activation operation performed on the virtual interference prop, the sound played when a virtual weapon launches an attack is simulated at the first position, and the identification information corresponding to the first position is displayed in the target display area of the second client. This achieves the purpose of improving the game strategy by using virtual interference props, thereby realizing the technical effect of enriching the game strategy of multiplayer online games, improving the game playability and viewing experience, and thus solving the technical problems of inflexible game strategy and low game playability and viewing experience in the game sound positioning method of related technologies. Attached Figure Description
[0010] The accompanying drawings, which are included to provide a further understanding of this application and form part of this application, illustrate exemplary embodiments and are used to explain this application, but do not constitute an undue limitation of this application. In the drawings:
[0011] Figure 1 This is a hardware structure block diagram of a mobile terminal for a game information processing method according to one embodiment of this application.
[0012] Figure 2 This is a flowchart of an information processing method in a game according to one embodiment of this application;
[0013] Figure 3 This is a schematic diagram of a virtual interference prop according to one embodiment of this application;
[0014] Figure 4 This is a schematic diagram of a location identifier according to one embodiment of this application;
[0015] Figure 5 This is a structural block diagram of an information processing device in a game according to one embodiment of this application;
[0016] Figure 6 This is a schematic diagram of an electronic device according to one embodiment of the present application. Detailed Implementation
[0017] To enable those skilled in the art to better understand the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present application, and not all embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative effort should fall within the scope of protection of the present application.
[0018] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0019] The methods and embodiments described above in this disclosure can be executed on mobile terminals, computer terminals, or similar computing devices. Taking a mobile terminal as an example, the mobile terminal can be a smartphone, tablet computer, PDA, mobile internet device, PAD, game console, or other terminal device. Figure 1 This is a hardware structure block diagram of a mobile terminal for an information processing method in a game, according to an embodiment of this application. Figure 1 As shown, a mobile terminal may include one or more ( Figure 1 Only one is shown in the image. Processor 102 (processor 102 may include, but is not limited to, a central processing unit (CPU), graphics processing unit (GPU), digital signal processing (DSP) chip, microprocessor (MCU), programmable logic device (FPGA), neural network processor (NPU), tensor processor (TPU), artificial intelligence (AI) type processor, etc.) and memory 104 for storing data. In one embodiment of this application, it may also include: input / output device 108 and display device 110.
[0020] In some optional embodiments primarily focused on gaming scenarios, the aforementioned device may also provide a human-computer interaction interface with a touch-sensitive surface. This interface can sense finger contact and / or gestures to interact with a graphical user interface (GUI). The human-computer interaction functions may include the following: creating web pages, drawing, word processing, creating electronic documents, playing games, video conferencing, instant messaging, sending and receiving emails, call interfaces, playing digital videos, playing digital music, and / or web browsing, etc. Executable instructions for performing the aforementioned human-computer interaction functions are configured / stored in one or more processor-executable computer program products or readable storage media.
[0021] Those skilled in the art will understand that Figure 1 The structure shown is for illustrative purposes only and does not limit the structure of the mobile terminal described above. For example, the mobile terminal may also include components that are more... Figure 1 The more or fewer components shown, or having the same Figure 1 The different configurations shown.
[0022] According to one embodiment of this application, an embodiment of an information processing method in a game is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Also, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.
[0023] In one possible implementation, this application provides an information processing method for games, which provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device. Figure 2 This is a flowchart illustrating an information processing method in a game according to one embodiment of this application, applied to a multiplayer online game. The multiplayer online game includes: a first game character controlled by a first client and a second game character controlled by a second client, wherein the first game character belongs to a first character faction, and the second game character belongs to a second character faction. Figure 2 As shown, the method includes the following steps:
[0024] S21, Detect the first quantity, where the first quantity is the number of the first game characters in the virtual game scene that are in a living state;
[0025] S22, in response to the first quantity being less than a preset quantity threshold, a virtual interference prop is assigned to the first game character in the surviving state, wherein the virtual interference prop is used to simulate the sound played when a virtual weapon launches an attack;
[0026] S23, in response to the placement operation performed on the virtual interference prop, obtain the first position of the virtual interference prop in the virtual game scene;
[0027] S24, in response to the activation operation performed on the virtual jamming prop, simulates the sound played when the virtual weapon launches an attack at the first location, and displays the identification information corresponding to the first location in the target display area of the second client.
[0028] In multiplayer online games (MMORPGs), player clients can participate in shooting competitions with other player clients via the internet. Players can choose different game characters or weapons and compete with other players or teams to achieve game objectives, such as defeating enemies, capturing locations, or completing missions. MMORPGs typically offer multiple game modes, such as team cooperation, survival mode, and competitive mode, allowing players to choose according to their preferences. These games are usually highly strategic and cooperative, requiring players to cooperate with teammates and develop tactical strategies to achieve victory.
[0029] The first game character controlled by the first client belongs to the first character faction, and the second game character controlled by the second client belongs to the second character faction. The first character faction may also include multiple first game characters, which can be controlled separately using different first clients. The second character faction may also include multiple second game characters, which can be controlled separately using different second clients.
[0030] For example, in a team-based combat scenario in a multiplayer online game, suppose there are two clients, controlled by player A and player B respectively. Player A controls a soldier on the first client, belonging to the first faction. This soldier may have different weapons and skills, such as rifles, grenades, and medkits. Player A can control the character's movement, shooting, and skill usage through the first client. Player B controls a sniper on the second client, belonging to the second faction. This sniper may have greater range and accuracy, but relatively weaker defensive capabilities. Player B can control the sniper's position, aiming, and firing through the second client. In the game, players A and B can communicate and cooperate with their teammates in the same faction via voice or in-game chat. Their goals could be to capture enemy strongholds, protect important friendly objectives, or defeat enemy players.
[0031] The aforementioned virtual interference items can interfere with the normal gunshot location of the second game character. Figure 3 This is a schematic diagram of a virtual interference prop according to one embodiment of this application. The gunshot location utilizes sound positioning technology, which plays a crucial role in multiplayer online games. Sound positioning technology helps players perceive their location, communicate and cooperate, improve combat capabilities, and enhance the realism of the game experience. Specifically, through sound positioning technology, players can accurately perceive the location information of other players, thereby helping them determine the location of enemies and take corresponding actions, such as avoiding enemy attacks or actively seeking out and attacking enemies. Sound positioning technology also enables real-time voice communication between players, thereby improving teamwork and increasing the chances of winning the game. Sound positioning technology can also help players perceive important information in the game environment, such as enemy footsteps, gunshots, and explosions. Furthermore, sound positioning technology provides players with a more realistic gaming experience. Through stereo effects, players can perceive the direction and distance of various sounds in the game, making the game more immersive and increasing the sense of immersion and enjoyment.
[0032] Specifically, virtual jamming props interfere with the second game character's normal gunshot localization by simulating the location and direction of gunshots. By emitting false sound signals, these props prevent sound sensors in the second game character's environment from accurately pinpointing the true source of the gunshot. Through the simulation and interference of sound signals, virtual jamming props disrupt the second game character's normal gunshot localization, thereby increasing the first game character's stealth and tactical advantage.
[0033] In one alternative embodiment, the virtual jamming prop can use directional speakers or an array of multiple speakers to send sound signals in different directions. These speakers can simulate the propagation path of gunshots in space, making it impossible for the second game character to determine the actual source of the gunshots.
[0034] In one alternative embodiment, the virtual jamming device can also confuse the sound sensor's ability to locate and identify gunshots by changing parameters such as the frequency, volume, and duration of the sound.
[0035] In an alternative embodiment, the virtual interference item can also be obtained from the opponent's inventory after defeating the opponent's game character.
[0036] Furthermore, by executing the placement operation of the virtual interference prop by the first game character, the first location of the virtual interference prop in the virtual game scene is obtained. After the first game character triggers the activation operation of the virtual interference prop, it can simulate a gunshot sound at the first location, just like the gun in the first game character's hand. That is, the virtual interference prop will emit a false gunshot sound at the first location, and the corresponding identification information of the first location will be displayed in the minimap display area and / or compass display area of the second client. This will cause the second game character to mistakenly believe that the first location of the virtual interference prop is the location of the first game character, thereby interfering with the second game character's ability to locate the first game character.
[0037] In one optional embodiment, the activation operation performed on the virtual interference prop can be performed in any of the following ways: activating the virtual interference prop in response to obtaining the first position of the virtual interference prop in the virtual game scene; activating the virtual interference prop in response to a touch operation on the activation control corresponding to the virtual interference prop; activating the virtual interference prop in response to the time elapsed after the virtual interference prop has been placed reaching a preset time threshold.
[0038] In one alternative embodiment, the sound signal emitted by the virtual jamming prop is only received and displayed by the second client and the first client that placed the virtual jamming prop. The first client that did not place the virtual jamming prop will not receive the sound signal, thereby avoiding interference with the location of teammates' gunshots.
[0039] Based on steps S21 to S24 above, by detecting a first quantity, and then responding to the first quantity being less than a preset threshold, a virtual interference item is assigned to the first game character in the surviving state. Subsequently, in response to the placement operation performed on the virtual interference item, the first position of the virtual interference item in the virtual game scene is obtained. Finally, in response to the activation operation performed on the virtual interference item, the sound played when a virtual weapon launches an attack is simulated at the first position, and the corresponding identification information of the first position is displayed in the target display area of the second client. This achieves the purpose of improving the game strategy by using virtual interference items, thereby realizing the technical effect of enriching the game strategy of multiplayer online games, improving the game playability and viewing experience, and thus solving the technical problems of inflexible game strategy and low game playability and viewing experience in related technologies' game sound positioning methods.
[0040] The information processing method in the game described in this application embodiment will be further described below.
[0041] Optionally, the information processing method in the game in this application embodiment further includes: destroying virtual interference props in response to satisfying preset prop destruction conditions, wherein the preset prop destruction conditions are determined based on at least one of the following factors: time factor, distance factor, and hit factor.
[0042] Specifically, by setting remaining time, player distance, and hit detection, the system determines whether the virtual interference item meets the preset item destruction conditions. When the preset item destruction conditions are met, the virtual interference item is destroyed, thereby further enriching the game strategy and increasing the game's playability and visual appeal.
[0043] Optionally, in response to the fulfillment of preset prop destruction conditions, the virtual interference prop is destroyed by: in response to the start of a countdown after the virtual interference prop is placed at the first position, and the virtual interference prop is destroyed when the countdown ends.
[0044] Specifically, after placing a virtual interference item in the first position, a 3-minute countdown begins. After the 3-minute countdown ends, the virtual interference item is automatically destroyed, thus maintaining the balance of combat power in the game through the countdown limit and upholding the fairness of the competitive game.
[0045] Optionally, in response to meeting the preset prop destruction conditions, destroying the virtual interference prop includes: in response to the distance between the first position and the second position exceeding a first preset distance threshold, destroying the virtual interference prop, wherein the second position is the position of the first game character in the virtual game scene while in a surviving state.
[0046] Specifically, when the location where a virtual interference item is placed is more than 100 meters away from the location of the first game character who placed the virtual interference item, the virtual interference item will be automatically destroyed. This maintains the balance of combat power in the game by limiting the distance between players and upholds the fairness of competitive games.
[0047] Optionally, the information processing method in the game in this application embodiment further includes: hiding the identification information corresponding to the second position within the target display area of the second client.
[0048] Specifically, when the number of surviving first game characters is less than the number of second game characters, and the number of surviving first game characters is less than three, the identifier information corresponding to the second position is hidden in the target display area of the second client, thereby hiding the location information of the real gunshot of the first game character and further enhancing the fun of the game.
[0049] Optionally, in response to the fulfillment of preset item destruction conditions, the destruction of the virtual interference item includes: in response to the virtual interference item being attacked by a second game character, the virtual interference item is destroyed.
[0050] Specifically, when a virtual interference item is attacked by a second, surviving game character, the virtual interference item will be destroyed and lose its effectiveness. At this time, the virtual interference item will be automatically destroyed, thereby maintaining the balance of combat power in the game through the attack judgment and maintaining the fairness of the competitive game.
[0051] Optionally, the target display area includes a compass display area. In step S24, displaying the identification information corresponding to the first position within the target display area of the second client includes displaying the azimuth indicator corresponding to the first position within the compass display area of the second client.
[0052] Specifically, the latitude and longitude coordinates of the first location and the current location of the second game character are obtained on the second client. Based on these two latitude and longitude coordinates, the azimuth angle between the two locations is calculated, and the azimuth angle is converted into a compass azimuth indicator, such as east, west, south, north, etc. Then, the azimuth indicator corresponding to the first location is drawn in the compass display area of the second client. This can be achieved using a graphics library or user interface control, thereby creating visual interference for the second game character.
[0053] Optionally, the target display area includes a minimap display area. In step S24, displaying the identification information corresponding to the first location within the target display area of the second client includes: using a first display style to display the location identifier corresponding to the first location within the minimap display area of the second client.
[0054] Specifically, the minimap provides players with an overall view of the battle and strategic references. It typically displays information such as the player's current location, the positions of teammates and enemies, and the locations of important objectives. By observing the minimap, players can quickly understand the dynamics of the battle, determine the enemy's position and actions, cooperate with teammates, and formulate more effective strategies. The minimap also helps players avoid getting lost, providing navigation functionality and allowing players to better grasp the overall battlefield situation.
[0055] Figure 4 This is a schematic diagram of a location marker according to an embodiment of this application. The location marker can be a location icon or a gunshot mark. In the minimap display area of the second client, the first display style corresponding to the gunshot mark or location icon of the first location can be a red and black style, thereby prompting the second game character to locate the gunshot and enriching the gameplay.
[0056] Optionally, the information processing method in the game in this application embodiment further includes: using a second display style to display the location identifier corresponding to the first location in the small map display area of the first client, wherein the second display style is different from the first display style, and the second display style and the first display style are used to distinguish the character faction to which the virtual interference prop belongs.
[0057] For example, when Figure 4 When the first display style is red and black, the second display style can be green. The second display style can be used to display the location markers of teammates or gunshot marks in the minimap display area of the first client, thereby quickly distinguishing between friendly and enemy factions and increasing the fun of the game.
[0058] Optionally, the information processing method in the game in this application embodiment further includes: in response to the distance between the third position and the first position being less than a second preset distance threshold, adjusting the volume of the virtual weapon corresponding to the third position, wherein the third position is the current position of the first game character in the virtual game scene in a living state, and the virtual weapon volume is the volume played when the first game character in the living state launches a real attack using a virtual weapon at the third position.
[0059] For example, when the distance between the current position of the first game character in the virtual game scene and the placed virtual interference prop is less than 50 meters, the virtual weapon volume at the location of the first game character is adjusted by the audio engine software (wwise), so that the gun sound effect value is reduced to 10, thereby adding a silencer-like effect to the real gun sound emitted by the first game character.
[0060] In one optional embodiment, in response to the distance between the third position and the first position being less than a second preset distance threshold, the virtual weapon sound corresponding to the third position is low-pass filtered. Specifically, when the distance between the current position of the first game character in the virtual game scene and the placed virtual interference prop is less than 50 meters, the frequencies above 2000Hz are low-pass filtered using a built-in plugin of Wwise, making the realistic gunshot sound emitted by the first game character more muffled, thus better matching the sound characteristics of a silencer and further enhancing the game's fun.
[0061] Optionally, the information processing method in the game in this application embodiment further includes: detecting a second quantity, wherein the second quantity is the number of second game characters in a living state in the virtual game scene.
[0062] Optionally, the information processing method in the game in this application embodiment further includes: in response to the first quantity changing again, reallocating virtual interference props to the first game character in the surviving state, and determining the allocation quantity of virtual interference props based on the difference between the first quantity and the second quantity.
[0063] Specifically, when the number of surviving characters in the first faction drops to two, and the remaining two are attacked by the enemy and reduced to one, virtual interference items can be redistributed. The number of virtual interference items redistributed is determined based on the difference between the first and second numbers, thereby increasing the game's playability and visual appeal.
[0064] Optionally, in response to the first quantity being less than a preset quantity threshold, allocating virtual interference props to the first game character in the surviving state includes: in response to the first quantity being less than a preset quantity threshold and the first quantity being less than a second quantity, allocating virtual interference props to the first game character in the surviving state, wherein the virtual interference props are used to simulate the sound played when the first game character in the surviving state launches an attack using a virtual weapon.
[0065] Specifically, the first client detects the number of surviving first-player characters and the number of surviving second-player characters in the virtual game scene. This determines the number of surviving characters in both the first and second factions within the current virtual game scene. When the number of surviving first-player characters is less than the number of second-player characters, and the number of surviving first-player characters is less than three, a virtual interference item is assigned to the first-player characters. Since the firing location can be calculated by comparing the time difference of gunshots reaching at least three sensors using TDOA (Time Difference of Detection and Analysis), a visual gunshot cue is achieved. When the number of surviving first-player characters in the first faction is less than three, the visual gunshot cue is lost, meaning gunshot location cannot be determined. This makes it easy for the second faction to further expand their advantage. Therefore, assigning virtual interference items to the first-player characters provides a greater chance of a comeback when at a disadvantage through a balancing mechanism, thus maintaining the fairness of multiplayer online games.
[0066] For example, when the number of first-character players in the first-person faction is reduced to two, the number of second-character players in the second-person faction is three, creating a three-against-two situation in the virtual game scenario. Since the number of players in the first-person faction is less than three, the gunshot location condition is not met, and gunshots cannot be visualized by displaying a gunshot icon. Therefore, virtual interference items can be assigned to the two surviving first-character players in the first-person faction to increase the strategic depth of the game.
[0067] Optionally, the identification information is used to interfere with the location of the first game character who is alive, even if the second game character is alive.
[0068] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods according to the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk) and includes several instructions to cause a terminal device (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods described in the various embodiments of this application.
[0069] This embodiment also provides an information processing device for a game, which is used to implement the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the term "module" can refer to a combination of software and / or hardware that implements a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.
[0070] Figure 5 This is a structural block diagram of an information processing device for a game according to one embodiment of this application, applied to a multiplayer online game. The multiplayer online game includes: a first game character controlled by a first client and a second game character controlled by a second client, wherein the first game character belongs to a first character faction and the second game character belongs to a second character faction. Figure 5 As shown, the information processing device in the game includes:
[0071] The detection module 501 is used to detect a first quantity, wherein the first quantity is the number of first game characters in a living state in the virtual game scene;
[0072] The allocation module 502 is used to allocate virtual interference props to the first game character in the surviving state in response to the first quantity being less than a preset quantity threshold. The virtual interference props are used to simulate the sound played when a virtual weapon launches an attack.
[0073] The acquisition module 503 is used to acquire the first position of the virtual interference prop in the virtual game scene in response to the placement operation performed on the virtual interference prop;
[0074] The jamming module 504 is used to respond to the activation operation of the virtual jamming prop, simulate the sound played when the virtual weapon launches an attack at the first position, and display the identification information corresponding to the first position in the target display area of the second client.
[0075] Optionally, the information processing device in the game further includes: a destruction module 505, used to destroy virtual interference props in response to the satisfaction of preset prop destruction conditions, wherein the preset prop destruction conditions are determined based on at least one of the following factors: time factor, distance factor, and hit factor.
[0076] Optionally, the destruction module 505 is also configured to: in response to the start of a countdown after the virtual interference prop is placed at the first location, destroy the virtual interference prop when the countdown ends.
[0077] Optionally, the destruction module 505 is further configured to: destroy the virtual interference prop in response to the distance between the first position and the second position exceeding a first preset distance threshold, wherein the second position is the position of the first game character in the virtual game scene in a surviving state.
[0078] Optionally, the information processing device in the game also includes: a hiding module 506, used to hide the identification information corresponding to the second location within the target display area of the second client.
[0079] Optionally, the destruction module 505 is also used to: destroy the virtual interference prop in response to an attack by a second game character on the virtual interference prop.
[0080] Optionally, the target display area includes a compass display area, and the information processing device in the game also includes a display module 507 for displaying the directional marker corresponding to the first position within the compass display area of the second client.
[0081] Optionally, the target display area includes a minimap display area, and the display module 507 is further configured to: display the location identifier corresponding to the first location within the minimap display area of the second client using a first display style.
[0082] Optionally, the display module 507 is further configured to: display the location identifier corresponding to the first location in the small map display area of the first client using a second display style, wherein the second display style is different from the first display style, and the second display style and the first display style are used to distinguish the character faction to which the virtual interference prop belongs.
[0083] Optionally, the information processing device in the game further includes: an adjustment module 508, used to adjust the volume of the virtual weapon corresponding to the third position in response to the distance between the third position and the first position being less than a second preset distance threshold, wherein the third position is the current position of the first game character in the virtual game scene in a living state, and the virtual weapon volume is the volume played when the first game character in the living state launches a real attack using a virtual weapon at the third position.
[0084] Optionally, the detection module 501 is further configured to detect a second quantity, wherein the second quantity is the number of the second game characters in the virtual game scene that are in a living state.
[0085] Optionally, the allocation module 502 is further configured to: in response to a change in the first quantity again, reallocate virtual interference items to the first game character in the surviving state, and determine the allocation quantity of virtual interference items based on the difference between the first quantity and the second quantity.
[0086] Optionally, the allocation module 502 is further configured to: in response to a first quantity being less than a preset quantity threshold and the first quantity being less than a second quantity, allocate virtual interference props to a first game character in a surviving state, wherein the virtual interference props are used to simulate the sound played when the first game character in a surviving state launches an attack using a virtual weapon.
[0087] Optionally, the identification information is used to interfere with the location of the first game character who is alive, even if the second game character is alive.
[0088] It should be noted that the above modules can be implemented by software or hardware. For the latter, they can be implemented in the following ways, but are not limited to: all the above modules are located in the same processor; or, the above modules are located in different processors in any combination.
[0089] Embodiments of this application also provide a computer-readable storage medium storing a computer program, wherein the computer program is configured to execute the steps in any of the above method embodiments when run.
[0090] Optionally, in this embodiment, the computer-readable storage medium may include, but is not limited to, various media capable of storing computer programs, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.
[0091] Optionally, in this embodiment, the computer-readable storage medium may be located in any computer terminal in a group of computer terminals in a computer network, or in any mobile terminal in a group of mobile terminals.
[0092] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:
[0093] S1, detect the first quantity, where the first quantity is the number of the first game characters in the virtual game scene that are alive;
[0094] S2, in response to the first quantity being less than a preset quantity threshold, assign a virtual interference item to the first game character in the surviving state, wherein the virtual interference item is used to simulate the sound played when a virtual weapon launches an attack;
[0095] S3, in response to the placement operation performed on the virtual interference prop, obtains the first position of the virtual interference prop in the virtual game scene;
[0096] S4, in response to the activation operation performed on the virtual jamming prop, simulates the sound played when the virtual weapon launches an attack at the first location, and displays the corresponding identification information of the first location in the target display area of the second client.
[0097] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to satisfying preset item destruction conditions, destroying virtual interference items, wherein the preset item destruction conditions are determined based on at least one of the following factors: time factor, distance factor, and impact factor.
[0098] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to placing a virtual jamming prop at a first location to begin a countdown, destroying the virtual jamming prop at the end of the countdown.
[0099] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to the distance between the first position and the second position exceeding a first preset distance threshold, destroying the virtual interference prop, wherein the second position is the position of the first game character in the virtual game scene in a surviving state.
[0100] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: hiding the identification information corresponding to the second location within the target display area of the second client.
[0101] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: destroying the virtual interference prop in response to an attack by a second game character.
[0102] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: displaying a directional marker corresponding to the first position within the compass display area of the second client.
[0103] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: displaying a location identifier corresponding to a first location within a small map display area of the second client using a first display style.
[0104] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: displaying a location identifier corresponding to a first location within the small map display area of the first client using a second display style, wherein the second display style is different from the first display style, and the second display style and the first display style are used to distinguish the character faction to which the virtual interference prop belongs.
[0105] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to the distance between the third position and the first position being less than a second preset distance threshold, adjusting the volume of the virtual weapon corresponding to the third position, wherein the third position is the current position of the first game character in a surviving state in the virtual game scene, and the virtual weapon volume is the volume played when the first game character in a surviving state launches a real attack using a virtual weapon at the third position.
[0106] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: detecting a second quantity, wherein the second quantity is the number of second game characters in a living state in the virtual game scene.
[0107] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to a change in the first quantity again, reallocating virtual interference items to the first game character in the surviving state, and determining the number of virtual interference items allocated based on the difference between the first quantity and the second quantity.
[0108] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to a first quantity being less than a preset quantity threshold and the first quantity being less than a second quantity, assigning a virtual interference prop to a first game character in a surviving state, wherein the virtual interference prop is used to simulate the sound played when the first game character in a surviving state launches an attack using a virtual weapon.
[0109] Optionally, the identification information is used to interfere with the location of the first game character who is alive, even if the second game character is alive.
[0110] In the computer-readable storage medium of this embodiment, by detecting a first quantity, and then responding to the first quantity being less than a preset quantity threshold, a virtual interference item is assigned to a first game character in a living state. Subsequently, in response to the placement operation performed on the virtual interference item, the first position of the virtual interference item in the virtual game scene is obtained. Finally, in response to the activation operation performed on the virtual interference item, the sound played when a virtual weapon launches an attack is simulated at the first position, and the identification information corresponding to the first position is displayed in the target display area of the second client. This achieves the purpose of improving the game strategy by using virtual interference items, thereby realizing the technical effect of enriching the game strategy of multiplayer online games, improving the game playability and viewing experience, and thus solving the technical problems of inflexible game strategy and low game playability and viewing experience in related technologies' game sound positioning methods.
[0111] Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this application can be embodied in the form of a software product, which can be stored in a computer-readable storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this application.
[0112] In exemplary embodiments of this application, a computer-readable storage medium stores a program product capable of implementing the methods described above in this embodiment. In some possible implementations, various aspects of the embodiments of this application may also be implemented as a program product including program code, which, when the program product is run on a terminal device, causes the terminal device to perform the steps described in the "Exemplary Methods" section of this embodiment according to various exemplary embodiments of this application.
[0113] The program product for implementing the above-described method according to embodiments of this application may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the embodiments of this application is not limited thereto. In the embodiments of this application, the computer-readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.
[0114] The aforementioned program product may take the form of any combination of one or more computer-readable media. Such computer-readable storage media may be, for example, but not limited to, electrical, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatuses, or devices, or any combination thereof. More specific examples (not exhaustive) of computer-readable storage media include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fibers, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.
[0115] It should be noted that the program code contained on the computer-readable storage medium can be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.
[0116] Embodiments of this application also provide an electronic device including a memory and a processor, wherein the memory stores a computer program and the processor is configured to run the computer program to perform the steps in any of the above method embodiments.
[0117] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor and the input / output device is connected to the processor.
[0118] Optionally, in this embodiment, the processor can be configured to perform the following steps via a computer program:
[0119] S1, detect the first quantity, where the first quantity is the number of the first game characters in the virtual game scene that are alive;
[0120] S2, in response to the first quantity being less than a preset quantity threshold, assign a virtual interference item to the first game character in the surviving state, wherein the virtual interference item is used to simulate the sound played when a virtual weapon launches an attack;
[0121] S3, in response to the placement operation performed on the virtual interference prop, obtains the first position of the virtual interference prop in the virtual game scene;
[0122] S4, in response to the activation operation performed on the virtual jamming prop, simulates the sound played when the virtual weapon launches an attack at the first location, and displays the corresponding identification information of the first location in the target display area of the second client.
[0123] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to satisfying a preset item destruction condition, destroying a virtual interference item, wherein the preset item destruction condition is determined based on at least one of the following factors: time factor, distance factor, and impact factor.
[0124] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to placing a virtual jamming prop at a first location to begin a countdown, and to destroy the virtual jamming prop when the countdown ends.
[0125] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to the distance between the first position and the second position exceeding a first preset distance threshold, destroy the virtual interference prop, wherein the second position is the position of the first game character in the virtual game scene in a surviving state.
[0126] Optionally, the processor may also be configured to perform the following steps via a computer program: hiding the identification information corresponding to the second location within the target display area of the second client.
[0127] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to an attack on the virtual interference prop by a second game character, destroy the virtual interference prop.
[0128] Optionally, the processor may also be configured to perform the following steps via a computer program: displaying the azimuth marker corresponding to the first position within the compass display area of the second client.
[0129] Optionally, the processor may also be configured to perform the following steps via a computer program: displaying a location identifier corresponding to the first location within the small map display area of the second client using a first display style.
[0130] Optionally, the processor may also be configured to perform the following steps via a computer program: using a second display style, displaying a location identifier corresponding to the first location within the small map display area of the first client, wherein the second display style is different from the first display style, and the second display style and the first display style are used to distinguish the character faction to which the virtual interference prop belongs.
[0131] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to the distance between the third position and the first position being less than a second preset distance threshold, adjusting the volume of the virtual weapon corresponding to the third position, wherein the third position is the current position of the first game character in the virtual game scene in a living state, and the virtual weapon volume is the volume played when the first game character in the living state launches a real attack using a virtual weapon at the third position.
[0132] Optionally, the processor may also be configured to perform the following steps via a computer program: detecting a second quantity, wherein the second quantity is the number of second game characters in a living state in the virtual game scene.
[0133] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to a change in the first quantity, reallocate virtual interference items to the first game character in the surviving state, and determine the number of virtual interference items to be allocated based on the difference between the first quantity and the second quantity.
[0134] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to a first quantity being less than a preset quantity threshold and the first quantity being less than a second quantity, assigning a virtual interference prop to a first game character in a surviving state, wherein the virtual interference prop is used to simulate the sound played when the first game character in a surviving state launches an attack using a virtual weapon.
[0135] Optionally, the identification information is used to interfere with the location of the first game character who is alive, even if the second game character is alive.
[0136] In the electronic device of this embodiment, by detecting a first quantity, and then responding to the first quantity being less than a preset quantity threshold, a virtual interference prop is assigned to a first game character in a living state. Subsequently, in response to the placement operation performed on the virtual interference prop, the first position of the virtual interference prop in the virtual game scene is obtained. Finally, in response to the activation operation performed on the virtual interference prop, the sound played when a virtual weapon launches an attack is simulated at the first position, and the identification information corresponding to the first position is displayed in the target display area of the second client. This achieves the purpose of improving the game strategy by using virtual interference props, thereby realizing the technical effect of enriching the game strategy of multiplayer online games, improving the game playability and viewing experience, and thus solving the technical problems of inflexible game strategy and low game playability and viewing experience in related technologies' game sound positioning methods.
[0137] Figure 6 This is a schematic diagram of an electronic device according to one embodiment of this application. Figure 6 As shown, the electronic device 600 is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of this application.
[0138] like Figure 6 As shown, the electronic device 600 is presented in the form of a general-purpose computing device. The components of the electronic device 600 may include, but are not limited to: at least one processor 610, at least one memory 620, a bus 630 connecting different system components (including memory 620 and processor 610), and a display 640.
[0139] The memory 620 stores program code that can be executed by the processor 610, causing the processor 610 to perform the steps described in the method section of the embodiments of this application according to various exemplary implementations of this application.
[0140] The memory 620 may include a readable medium in the form of volatile memory cells, such as random access memory (RAM) 6201 and / or cache memory 6202, and may further include a read-only memory (ROM) 6203, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
[0141] In some instances, memory 620 may also include a program / utility 6204 having a set (at least one) of program modules 6205, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. Memory 620 may further include memory remotely located relative to processor 610, which can be connected to electronic device 600 via a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
[0142] Bus 630 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, peripheral bus, graphics acceleration port, processor 610, or a local bus using any of the various bus structures.
[0143] The display 640 may be, for example, a touchscreen liquid crystal display (LCD) that allows a user to interact with the user interface of the electronic device 600.
[0144] Optionally, the electronic device 600 can also communicate with one or more external devices 700 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 600, and / or any device that enables the electronic device 600 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via the input / output (I / O) interface 650. Furthermore, the electronic device 600 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via a network adapter 660. Figure 6 As shown, network adapter 660 communicates with other modules of electronic device 600 via bus 630. It should be understood that, although... Figure 6 As not shown in the diagram, other hardware and / or software modules may be used in conjunction with electronic device 600, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0145] The aforementioned electronic device 600 may further include: a keyboard, a cursor control device (such as a mouse), an input / output interface (I / O interface), a network interface, a power supply, and / or a camera.
[0146] Those skilled in the art will understand that Figure 6 The structure shown is for illustrative purposes only and does not limit the structure of the electronic device described above. For example, electronic device 600 may also include components that are more... Figure 6 The more or fewer components shown, or having the same Figure 1 Different configurations are shown. The memory 620 can be used to store computer programs and corresponding data, such as the computer program and corresponding data corresponding to the game sound location interference method in this embodiment. The processor 610 executes various functional applications and data processing by running the computer program stored in the memory 620, thereby implementing the aforementioned game sound location interference method.
[0147] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.
[0148] In the above embodiments of this application, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.
[0149] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. The device embodiments described above are merely illustrative; for example, the division of units can be a logical functional division, and in actual implementation, there may be other division methods. For instance, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the displayed or discussed mutual coupling, direct coupling, or communication connection may be through some interfaces; the indirect coupling or communication connection between units or modules may be electrical or other forms.
[0150] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0151] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.
[0152] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, read-only memory (ROM), random access memory (RAM), portable hard drive, magnetic disk, or optical disk.
[0153] The above description is only a preferred embodiment of this application. It should be noted that for those skilled in the art, several improvements and modifications can be made without departing from the principle of this application, and these improvements and modifications should also be considered within the scope of protection of this application.
Claims
1. An information processing method in a game, characterized in that, This method is applied to a multiplayer online game (MMORPG), which includes a first game character controlled by a first client and a second game character controlled by a second client. The first game character belongs to a first character faction, and the second game character belongs to a second character faction. The information processing method in the game includes: Detect a first quantity, wherein the first quantity is the number of the first game characters in a living state in the virtual game scene; In response to the first quantity being less than a preset quantity threshold, a virtual interference prop is allocated to the first game character in the surviving state, wherein the virtual interference prop is used to simulate the sound played when a virtual weapon launches an attack; In response to a placement operation performed on the virtual interference prop, the first position of the virtual interference prop in the virtual game scene is obtained; In response to the activation operation performed on the virtual jamming prop, the sound played when the virtual weapon launches an attack is simulated at the first location, and the identification information corresponding to the first location is displayed in the target display area of the second client.
2. The information processing method in the game according to claim 1, characterized in that, The information processing methods in the game also include: In response to the fulfillment of preset item destruction conditions, the virtual interference item is destroyed, wherein the preset item destruction conditions are determined based on at least one of the following factors: time factor, distance factor, and impact factor.
3. The information processing method in the game according to claim 2, characterized in that, In response to the fulfillment of the preset item destruction conditions, the destruction of the virtual interference item includes: In response to the virtual interference prop being placed at the first location and starting a countdown, the virtual interference prop is destroyed when the countdown ends.
4. The information processing method in the game according to claim 2, characterized in that, In response to the fulfillment of the preset item destruction conditions, the destruction of the virtual interference item includes: In response to the distance between the first position and the second position exceeding a first preset distance threshold, the virtual interference prop is destroyed, wherein the second position is the position of the first game character in the virtual game scene when the character is alive.
5. The information processing method in the game according to claim 4, characterized in that, The information processing methods in the game also include: The identification information corresponding to the second location is hidden within the target display area of the second client.
6. The information processing method in the game according to claim 2, characterized in that, In response to the fulfillment of the preset item destruction conditions, the destruction of the virtual interference item includes: In response to the virtual interference item being attacked by the second game character, the virtual interference item is destroyed.
7. The information processing method in the game according to claim 1, characterized in that, The target display area includes a compass display area, and displaying the identification information corresponding to the first location within the target display area of the second client includes: The azimuth marker corresponding to the first position is displayed in the compass display area of the second client.
8. The information processing method in the game according to claim 1, characterized in that, The target display area includes a minimap display area, and displaying the identification information corresponding to the first location within the target display area of the second client includes: Using the first display style, the location identifier corresponding to the first location is displayed in the small map display area of the second client.
9. The information processing method in a game according to claim 8, characterized in that, The information processing methods in the game also include: A second display style is adopted to display the location identifier corresponding to the first location in the minimap display area of the first client. The second display style is different from the first display style, and the second display style and the first display style are used to distinguish the character faction to which the virtual interference prop belongs.
10. The information processing method in a game according to claim 1, characterized in that, The information processing methods in the game also include: In response to the distance between the third position and the first position being less than a second preset distance threshold, the volume of the virtual weapon corresponding to the third position is adjusted, wherein the third position is the current position of the first game character in the virtual game scene when the character is alive, and the virtual weapon volume is the volume played when the first game character in the third position launches a real attack using the virtual weapon.
11. The information processing method in a game according to claim 1, characterized in that, The information processing methods in the game also include: The second quantity is detected, wherein the second quantity is the number of the second game characters that are alive in the virtual game scene.
12. The information processing method in a game according to claim 11, characterized in that, The information processing methods in the game also include: In response to a change in the first quantity again, the virtual interference items are redistributed to the first game character in the surviving state, and the number of virtual interference items to be distributed is determined based on the difference between the first quantity and the second quantity.
13. The information processing method in a game according to claim 11, characterized in that, In response to the first quantity being less than the preset quantity threshold, allocating the virtual interference item to the first game character in the surviving state includes: In response to the first quantity being less than the preset quantity threshold and the first quantity being less than the second quantity, the virtual interference prop is assigned to the first game character in the surviving state, wherein the virtual interference prop is used to simulate the sound played when the first game character in the surviving state launches an attack using the virtual weapon.
14. The information processing method in a game according to claim 11, characterized in that, The identification information is used to interfere with the second game character's ability to locate the first game character, which is also alive.
15. An information processing device for games, characterized in that, This is applied to a multiplayer online game, which includes: a first game character controlled by a first client and a second game character controlled by a second client, wherein the first game character belongs to a first character faction and the second game character belongs to a second character faction, and the information processing device in the game includes: The detection module is used to detect a first quantity, wherein the first quantity is the number of the first game characters in a living state in the virtual game scene; The allocation module is used to allocate virtual interference props to the first game character in the surviving state in response to the first quantity being less than a preset quantity threshold, wherein the virtual interference props are used to simulate the sound played when a virtual weapon launches an attack; The acquisition module is configured to acquire the first position of the virtual interference prop in the virtual game scene in response to the placement operation performed on the virtual interference prop; The jamming module is used to respond to the activation operation of the virtual jamming prop, simulate the sound played when the virtual weapon launches an attack at the first position, and display the identification information corresponding to the first position in the target display area of the second client.
16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, wherein the computer program is configured to execute, when run by a processor, the information processing method in the game as described in any one of claims 1 to 14.
17. An electronic device comprising a memory and a processor, characterized in that, The memory stores a computer program, and the processor is configured to run the computer program to perform the information processing method in the game as described in any one of claims 1 to 14.