Virtual object control method and device, electronic device, and storage medium
Patent Information
- Application Number
- CN202211028462.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-08-25
- Publication Date
- 2026-11-03
- Estimated Expiration
- 2042-08-25
Smart Images

Figure CN117654025B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the fields of computer technology and games, and more specifically, to a method, apparatus, electronic device, and storage medium for controlling virtual objects. Background Technology
[0002] With the development of technology and the continuous improvement of people's living standards, various applications running on terminals have become an indispensable part of most people's daily lives. The game industry has also gradually developed into one of the important products of the Internet, and the carriers and types of games are constantly being enriched.
[0003] Based on game applications, players can control virtual objects (player characters) to perform various actions such as walking, climbing, and shooting in a virtual environment. In some games, multiple players can even team up online to collaboratively complete game tasks within the virtual environment. Currently, while gameplay is diverse, many limitations remain. How to further enhance player experience and make games more strategic to better meet practical application needs is one of the important issues that researchers are continuously studying. Summary of the Invention
[0004] The purpose of this application is to provide a control method, device, electronic device, and storage medium for virtual objects that can better meet the needs of practical applications. To achieve the above objective, the technical solutions provided by this application are as follows:
[0005] On one hand, embodiments of this application provide a method for controlling a virtual object, the method comprising:
[0006] In response to the interaction between the target virtual object and the first target virtual prop, the virtual object control interface is displayed;
[0007] In response to the fulfillment of a first preset condition, a location selection interface is displayed, which displays a virtual environment map;
[0008] In response to a location selection operation on the virtual environment map, a group of virtual objects is displayed at a first target location corresponding to the location selection operation in the virtual environment, wherein the group of virtual objects includes at least one non-player virtual character.
[0009] On the other hand, embodiments of this application provide a control device for a virtual object, the device comprising:
[0010] The first display module is used to display the virtual object control interface in response to the interaction between the target virtual object and the first target virtual prop.
[0011] The second display module is used to display a location selection interface in response to the fulfillment of a first preset condition. The location selection interface displays a virtual environment map.
[0012] The third display module is used to respond to a location selection operation on the virtual environment map and display a group of virtual objects at a first target location corresponding to the location selection operation in the virtual environment, wherein the group of virtual objects includes at least one non-player virtual character.
[0013] Optionally, the first display module can be used for:
[0014] In response to the interaction between the target virtual object and the first target virtual prop, a first prompt message is displayed, which is used to prompt whether to perform a virtual object triggering operation;
[0015] Upon receiving a confirmation request from a virtual object, the virtual object control interface is displayed.
[0016] Optionally, the first display module can be used to: display a virtual object control interface in response to the distance between the target virtual object and the first target virtual prop being less than or equal to a first threshold.
[0017] Optionally, the third display module is further configured to: in response to the failure to meet the first preset condition, display a group of virtual objects at the second target location corresponding to the target virtual object in the virtual environment.
[0018] Optionally, the second target location corresponding to the target virtual object includes any one of the following:
[0019] The position where the distance between the second target virtual prop and the target virtual object in the virtual environment is less than or equal to a second threshold, wherein the distance between the second target virtual prop and the target virtual object is less than a third threshold;
[0020] The position at which the distance from the target virtual object is less than or equal to the fourth threshold.
[0021] Optionally, the device further includes a fourth display module, the fourth display module being configured to perform at least one of the following:
[0022] During the display of the virtual object group, a second prompt message is displayed. When a set condition is met, the display of the second prompt message stops. The second prompt message includes: a prompt message indicating the location of the virtual object group, a prompt message indicating the manner of appearance, or a prompt message related to the time of appearance of the virtual object group.
[0023] Before or during the display of a group of virtual objects, display a warning message indicating the presence of virtual objects.
[0024] When the total display time of the virtual object group reaches the first duration, a display end prompt message is displayed;
[0025] In response to the total display duration of the virtual object group reaching a first duration, the display effect corresponding to the virtual object group in the virtual environment is cleared.
[0026] Optionally, the second prompt information includes a location prompt for the virtual object group, and the fourth display module performs at least one of the following when displaying the second prompt information:
[0027] The virtual environment screen displays a thumbnail or partial map of the virtual environment map, and the thumbnail or partial map displays location information indicating the appearance of virtual object groups.
[0028] In response to the opening trigger operation of the virtual environment map, a map screen is displayed, which shows the virtual scene map and the location prompt information of the virtual object group.
[0029] Optionally, the third display module is configured to perform at least one of the following:
[0030] Display the virtual object group airdropped via virtual vehicle at the target location of the virtual object group;
[0031] Display the virtual object group at the target location at preset time intervals;
[0032] Display the virtual object group at the target location until the display duration reaches the preset duration.
[0033] Optionally, the virtual object control interface displays a first control command prompt message, and the device further includes a control command acquisition module, which is used to acquire the input virtual object control command; the second display module is used to: display a location selection interface in response to the successful input of the virtual object control command.
[0034] Optionally, the first control command prompt information is the first round of control command prompt information, and the control command acquisition module is used for:
[0035] Repeat the following operations until the second or third preset condition is met:
[0036] Obtain the virtual object control command input for the current round. If the control command input for the current round does not meet the second preset condition or the third preset condition, display the control command prompt information for the next round.
[0037] If the control command input for the current round meets the second preset condition, the control command input is determined to be successful; if the current input of the control command for the current round meets the third preset condition, the control command input is determined to be unsuccessful.
[0038] Optionally, the control command input situation corresponding to the current round number satisfies the second preset condition, including: the number of rounds in which control commands have been correctly input has reached the first preset number of rounds.
[0039] Optionally, the control command input for the current round number must satisfy any one of the following third preset conditions:
[0040] The number of input rounds of control commands has reached the upper limit of the number of input rounds, but the number of rounds in which control commands have been correctly input has not reached the first set number of rounds;
[0041] The number of rounds in which control commands have been correctly entered has not reached the first set number of rounds, and the remaining number of rounds that can be entered is less than a first value, where the first value is the difference between the first set number of rounds and the number of rounds in which control commands have been correctly entered;
[0042] The number of incorrectly entered control commands has reached the second set number of rounds.
[0043] Optionally, the control instruction acquisition module, when acquiring the virtual object control instruction input in the current round, is used for:
[0044] Receive the information input operation corresponding to the current round number. If the fourth preset condition is met, the input information obtained when the fourth preset condition is met will be used as the virtual object control instruction for the current round number input.
[0045] The fourth preset condition includes any one of the following:
[0046] The control command prompt message for the current round has been displayed for the set duration; the command has been received and the operation has been submitted.
[0047] Optionally, the control instruction prompts for any round may include at least one of the following:
[0048] The standard control command corresponding to the current round number;
[0049] The preset question corresponding to the current round number, wherein the standard control instruction corresponding to the current round number is the preset answer corresponding to the preset question;
[0050] The maximum number of input rounds for control commands; the current number of input rounds for control commands; the remaining number of input rounds for control commands; the number of rounds of control commands that have been correctly entered; the number of rounds of control commands that have been incorrectly entered; the number of correct input rounds of control commands required for successful input of a control command; the control command input time limit; and the remaining input time for the control command corresponding to the current round.
[0051] On the other hand, embodiments of this application also provide an electronic device, which includes a memory and a processor. The memory stores a computer program, and the processor executes the computer program to implement the method provided in any optional embodiment of this application.
[0052] On the other hand, embodiments of this application also provide a computer-readable storage medium storing a computer program that, when executed by a processor, implements the method provided in any optional embodiment of this application.
[0053] On the other hand, embodiments of this application also provide a computer program product, which includes a computer program that, when executed by a processor, implements the methods provided in any optional embodiment of this application.
[0054] The beneficial effects of the technical solution provided in this application are as follows:
[0055] The virtual object control scheme provided in this application allows the terminal to respond to the interaction between the target virtual object and the first target virtual item, displaying a virtual object control interface. Based on this interface, the user can trigger the throwing of a group of virtual objects containing non-player virtual characters. When a first preset condition is met, the terminal displays a location selection interface, allowing the user to select the location where the group of virtual objects will appear on the virtual environment map according to their needs. This scheme innovatively proposes a more strategic and novel method for controlling non-player virtual objects, enabling users to trigger the appearance of a group of virtual objects at specific locations in the virtual environment. This method increases the user's tactical choices, and the appearance of virtual objects at corresponding target locations can be achieved simply by selecting a location. This eliminates the need for complex operations, allowing players to accurately control non-player virtual characters, better meeting application needs and improving the user experience. Attached Figure Description
[0056] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments of this application will be briefly introduced below.
[0057] Figure 1 This is a schematic diagram of the structure of an implementation environment to which the embodiments of this application are applicable;
[0058] Figure 2 A flowchart illustrating a method for controlling a virtual object provided in an embodiment of this application;
[0059] Figure 3 This is a schematic diagram of a virtual environment screen provided in the example of this application;
[0060] Figure 4 This is a schematic diagram of a user interface provided in the examples of this application;
[0061] Figure 5 , Figure 6 and Figure 7 These are schematic diagrams of several virtual object control interfaces provided in the examples of this application;
[0062] Figure 8 This is a schematic diagram of a virtual environment map provided in the example of this application;
[0063] Figure 9 This is a schematic diagram of a detailed map of a location in a virtual environment provided in this application example;
[0064] Figure 10 This is a schematic diagram of a process for determining whether a control command input is successful, provided in an embodiment of this application.
[0065] Figure 11 This is a schematic diagram of the process of controlling the display of a virtual object at a target location provided in the embodiments of this application;
[0066] Figure 12 This is a schematic diagram of a user interface provided in the examples of this application;
[0067] Figure 13 This is a schematic diagram illustrating the display of prompt information in a virtual environment map, as provided in this application example.
[0068] Figure 14 , Figure 15 and Figure 16 These are schematic diagrams of several user interfaces provided in the examples of this application;
[0069] Figure 17 This is a schematic diagram of the structure of a control device for a virtual object provided in an embodiment of this application;
[0070] Figure 18 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation
[0071] The embodiments of this application are described below with reference to the accompanying drawings. It should be understood that the embodiments described below with reference to the accompanying drawings are exemplary descriptions for explaining the technical solutions of the embodiments of this application, and do not constitute a limitation on the technical solutions of the embodiments of this application.
[0072] Those skilled in the art will understand that, unless specifically stated otherwise, the singular forms “a,” “an,” “the,” and “the” used herein may also include the plural forms. It should be further understood that the terms “comprising” and “including” as used in embodiments of this application mean that the corresponding feature can be implemented as the presented feature, information, data, step, operation, element, and / or component, but do not exclude implementation as other features, information, data, step, operation, element, component, and / or combinations thereof supported by the art. It should be understood that when we say that an element is “connected” or “coupled” to another element, the one element can be directly connected or coupled to the other element, or it can mean that the one element and the other element establish a connection relationship through an intermediate element. Furthermore, “connected” or “coupled” as used herein can include wireless connection or wireless coupling. The term “and / or” as used herein indicates at least one of the items defined by the term; for example, “A and / or B” can be implemented as “A,” or as “B,” or as “A and B.” When describing multiple (two or more) items, if the relationship between the multiple items is not explicitly defined, the multiple items can refer to one, several or all of the multiple items. For example, the description of "parameter A includes A1, A2, A3" can be implemented as parameter A includes A1 or A2 or A3, or it can be implemented as parameter A includes at least two of the three items A1, A2 and A3.
[0073] In conventional games, monster support is often beyond the player's control, or certain items may cause monsters to gather. Even if a player can summon monsters, they will only be summoned to their own side and cannot affect opposing teams. These are obvious limitations. It is clear that current related technologies still have many areas for improvement. The virtual object control method provided in this application is applicable to, but not limited to, game applications. The controlled virtual objects can include, but are not limited to, virtual objects such as monsters in the game. Using the method provided in this application can effectively improve the user experience when using related applications and better meet actual needs.
[0074] Optionally, the data processing involved in the method provided in this application embodiment can be implemented based on cloud technology. For example, the method provided in this application can be applied to cloud gaming, and the data calculations involved in the implementation of the method (such as determining the distance between virtual objects, determining whether the throwing command input is successful, etc.) can be carried out using cloud computing technology.
[0075] Cloud computing is a computing model that distributes computing tasks across a resource pool composed of a large number of computers, enabling various application systems to obtain computing power, storage space, and information services as needed. The network providing these resources is called the "cloud." From the user's perspective, resources in the "cloud" are infinitely scalable, readily available, on-demand, expandable, and pay-as-you-go. Cloud storage is a new concept that extends and develops from cloud computing. A distributed cloud storage system (hereinafter referred to as a storage system) refers to a storage system that uses cluster applications, grid technology, and distributed storage file systems to aggregate a large number of various types of storage devices (also called storage nodes) in a network through application software or application interfaces to work collaboratively and provide data storage and business access functions.
[0076] The technical solutions of this application and their effects are described below through several exemplary embodiments. It should be noted that the following embodiments can be referenced, borrowed from, or combined with each other. Identical terms, similar features, and similar implementation steps in different embodiments will not be repeated.
[0077] Figure 1 A schematic diagram of an implementation environment to which this application embodiment applies is shown, such as... Figure 1 As shown, the implementation environment may include a game server 110 that provides game services (target game application) and a user terminal 120. The user terminal may be a terminal device of a game player, and the user terminal may run a client of the target game application. There may be one or more user terminals. The figure only schematically shows the first terminal 121 of the first user 10 and the second terminal 122 of the second user 20.
[0078] In this implementation environment, the virtual environment refers to the game environment of the target game application. It can be the virtual environment presented when the game application runs on the terminal. This virtual environment can be a purely fictional environment, a simulation of the real world, or a simulation combining virtual and real elements. The game type of the target game application is not limited in this embodiment. Optionally, it can be a shooting game, such as a first-person shooter (FPS) game or a third-person shooter (TPS) game, or a MOBA (Multiplayer Online Battle Arena) game, etc. The target game application can be a traditional game or a cloud game, and can be a PC game, a web game, a mobile game, a mini-program, etc.
[0079] In this embodiment, the user terminal 120 can be a PC terminal or a mobile terminal. The first terminal 121 and the second terminal 122 can be terminals supporting the same operating system or terminals supporting different operating systems. Specifically, the user terminal 120 can be a smartphone, tablet computer, laptop computer, desktop computer, smart voice interaction device (e.g., smart speaker), wearable electronic device (e.g., smartwatch), in-vehicle terminal, smart home appliance (e.g., smart TV), AR / VR device, etc., but is not limited to these. The game server 110 can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing cloud computing services. The terminal and the server can communicate directly or indirectly through wired or wireless communication methods, which is not limited herein.
[0080] In this embodiment, a virtual object refers to an active or inactive object in a virtual environment. Active objects can be virtual characters, virtual animals, etc., while inactive objects are environmental objects in the virtual environment, such as virtual buildings, virtual plants, virtual communication base stations, etc. Active objects can be virtual objects corresponding to game players, that is, the game characters of the player users (player virtual objects / player characters). Users can operate the virtual objects in the game to move, shoot, fight, use virtual props to damage other virtual objects, etc. Active objects can also be NPCs (non-player characters) in the virtual environment, such as monsters, shopkeepers, passersby, etc. NPCs are generally controlled by computer artificial intelligence and have their own behavioral patterns.
[0081] Taking an FPS game as an example, a first user 10 can control their game character (referred to as the first virtual object) to perform activities in a virtual environment through a first terminal 121, and a second user 20 can control their game character (referred to as the second virtual object) to perform activities in a virtual environment through a second terminal 122. The first virtual object and the second virtual object can belong to the same faction or different factions.
[0082] Based on the solution provided in this application embodiment, game players can control the throwing of a group of virtual objects at a target location in the virtual environment by performing corresponding operations (the group of virtual objects appears at the target location). The group of virtual objects may include at least one virtual object. The virtual objects in the group of virtual objects are non-player virtual objects, i.e., non-player characters. The virtual object may be an NPC, such as a monster in the game. Optionally, the virtual object that is triggered to appear may be an NPC with attack capabilities. If the player character is attacked by these virtual objects, it can cause damage to the attribute values of the player character in the virtual scene. For example, if the player character is attacked by these triggered virtual objects, at least one of the attribute values of the player character, such as health or stamina, will be changed.
[0083] Figure 2 This illustration shows a flowchart of a virtual object control method provided in an embodiment of this application. This method can be executed by a user terminal, such as... Figure 1 The first terminal 121 or the second terminal 122 shown. For example... Figure 2 As shown, the method may include the following steps S210 to S230.
[0084] Step S210: In response to the interaction between the target virtual object and the first target virtual prop, display the virtual object control interface.
[0085] Step S220: In response to the fulfillment of the first preset condition, a location selection interface is displayed, which displays a virtual environment map.
[0086] Step S230: In response to a location selection operation on a virtual environment map, a group of virtual objects is displayed at the first target location corresponding to the location selection operation in the virtual environment, wherein the group of virtual objects includes at least one non-player virtual character.
[0087] The virtual object control interface, also known as the virtual object trigger interface or virtual object deployment operation interface, is a user interaction interface displayed on the user terminal for initiating virtual object deployment operations (triggering the appearance of a group of virtual objects). In other words, it is an interface that allows users to control non-player virtual characters. The specific content displayed on this control interface is not uniquely limited in this application embodiment. Optionally, the interface may display trigger prompt information, which can inform the user of the operation method, i.e., how to operate to trigger control of the virtual object group, and can also indicate what will happen if the operation is successful or unsuccessful, etc.
[0088] In this embodiment, the target virtual object is the current player's game character, which can be any virtual object controlled by any player. The virtual object control interface can be displayed when the target virtual object interacts with a specific virtual item in the virtual environment, i.e., the target virtual item. That is, the display of the interface is triggered when certain conditions are met. The specific form of the interaction between the target virtual object and the first target virtual item can be configured according to actual needs. Optionally, operation controls can be displayed at the associated location of the first target virtual item (which can be on the item, near / beside the item, or any location on the current user interface), and the above-mentioned interaction can be triggered by the user's operation controls. As another optional solution, the above-mentioned interaction can be when the distance between the target virtual object and the first target virtual item is less than or equal to a first threshold. That is, when the distance between the two is less than or equal to the first threshold, the virtual object control interface is displayed on the terminal.
[0089] The first threshold can be preset as needed. The first target virtual item is a specific item in the virtual environment. This item can be an active or inactive object. For example, the first target virtual item can be a specific environmental object or a specific device in the virtual environment. Optionally, the first target virtual item can be a virtual item in the virtual environment associated with the group of virtual objects the player wants to trigger, or a target virtual item associated with the player's current faction. In this optional scheme, when the player character reaches the vicinity of the first target virtual item in the virtual environment, the display of the virtual object control interface can be triggered. For example, a communication base station (such as a monster communication base station) is configured in one or more specific locations in the virtual environment. When the distance between the player character and the monster communication base station in the virtual environment is less than the first threshold, the player can trigger the control process of the virtual object group.
[0090] In this embodiment, to give users better control, users can choose the location where virtual objects appear in the virtual environment. To enhance the game's strategy and challenge, the deployment of virtual objects is not always at the user's discretion. Instead, the virtual environment map is only displayed when certain conditions are met, namely the aforementioned first preset condition, allowing the user to select the location of the virtual objects. This embodiment does not limit the specific conditions included in the first preset condition; they can be configured according to actual needs. The first preset condition may include one or more conditions. For example, the first preset condition may be that the target virtual object controlled by the user performs a specific operation or completes a specific game task in the virtual environment, or that the player performs a specified operation.
[0091] Optionally, players can trigger the display of the virtual environment map by inputting virtual object control commands. The virtual object control interface can display a first control command prompt message. Meeting the first preset condition may include successful input of the virtual object control command. Specifically, in response to meeting the first preset condition, a location selection interface is displayed, including:
[0092] Obtain input virtual object control commands;
[0093] Upon successful input of the virtual object control command, the location selection interface is displayed.
[0094] The form of the virtual object control commands is not limited in this embodiment; they can be text or specified gesture commands, etc. Optionally, the virtual object control interface may display a control command input area, where the user can input virtual object control commands to trigger the throwing of a group of virtual objects. The specific method by which the user inputs control commands is not limited in this embodiment; optionally, the user can input via an input device (such as a keyboard) on their user terminal, or via voice input.
[0095] The specific form of the control commands is not limited in this embodiment and can be configured according to actual needs. Optionally, the control commands can be strings or text, etc. The above-mentioned control command prompt information can include prompt information for standard control commands (correct throwing commands), and the user can input control commands according to the prompt information.
[0096] Optionally, virtual object control commands can also be answers to preset questions. The control command prompt information can contain the preset question, and the control command the user needs to input is the answer to the preset question. In this case, the standard control command is the preset answer to the preset question. By comparing the matching degree between the user's input answer and the preset answer, the correctness of the command input can be determined. That is, a question-and-answer method can be used to allow the user to input control commands. For example, the preset questions can be some questions related to the game. The server can have a question-and-answer database pre-set, which stores a large number of preset questions and the answers to each question. Each time, the server can randomly or according to a certain number of questions to display the preset questions to the user through the terminal. The user needs to input the answer to the question, and the server determines whether the control command is entered correctly based on the matching degree between the user's input answer and the answers stored in the database.
[0097] In practical implementation, the timing of displaying the virtual object control interface can be configured according to requirements. Optionally, it can be displayed directly when the target virtual object interacts with the first target virtual item, such as when the distance between the target virtual object and the first target virtual item is less than a certain distance. This control interface is used to trigger the deployment of the virtual object group. Alternatively, it can be displayed only when the target virtual object interacts with the first target virtual item and certain conditions are met. Optionally, the above-mentioned response to the interaction between the target virtual object and the first target virtual item, displaying the virtual object control interface, can include:
[0098] In response to the interaction between the target virtual object and the first target virtual prop, a first prompt message is displayed, which is used to prompt whether to perform a virtual object triggering operation;
[0099] Upon receiving a confirmation request from a virtual object, the virtual object control interface is displayed.
[0100] In this optional solution, when the player-controlled target virtual object interacts with the first target virtual item, such as when the target virtual object reaches the vicinity of the first target virtual item that can trigger the interaction, the player is prompted whether they want to control the virtual object. If the player chooses to control the virtual object, the virtual object control interface is displayed; if the player chooses not to control it, the control interface is not displayed. This solution provides players with more freedom of choice, allowing them to choose whether to perform actions related to throwing virtual objects according to their needs. If the player does not need or do not want to throw, the virtual object control interface is not displayed, and the user can continue playing according to their current situation.
[0101] The specific content of the aforementioned first prompt information is not limited in this embodiment; it can be one or more of any form of text, image, or video information. Optionally, it can be a text prompt asking the player whether they need to control the virtual object, or it can be a video prompt. Optionally, it can also provide the player with operation guidance information for controlling the virtual object. This operation guidance information can tell the player how to operate to successfully control the virtual object, i.e., control the virtual object group to appear when the player selects it, and can also tell the player the result of a successful throw (successful control) and the result of a failed throw, etc., so that the player can understand the details of the relevant operation and the result more clearly. Optionally, before or during the display of the specific content of the prompt information, the interface can also display a "skip prompt" operation control, and the player can choose not to watch the specific prompt information or skip the prompt while watching it.
[0102] As an example, Figure 3The diagram illustrates a virtual scene displayed on a user terminal. This virtual scene is the game screen of the target game displayed on the user terminal. It's understood that the game scene displayed on the user terminal can continuously change as the player character moves within the virtual environment. For example, if the player character's position in the virtual environment changes, the game scene may also change. Figure 3 This is just an illustration, such as Figure 3 As shown, the virtual scene displays a target virtual object 11, a target virtual prop 12 in the virtual environment (in this example, the object is a communication base station BS), and a small area in the virtual environment. Figure 13 (The minimap can be a thumbnail of the virtual environment map, or a thumbnail of a portion of the virtual environment map, such as a map within a preset area in the virtual environment with the location of the target virtual object as the reference point.) Figure 13 The image can display the identification information of one or more virtual objects in the virtual scene (small area in the image). Figure 13 (As shown by the small dots in the image), for example, the identifier of the target virtual object, the identifier of other players' character, the identifier can indicate the relative position information of the virtual object in the virtual environment, and can also indicate the orientation information of the virtual object in the virtual environment, such as the current direction of movement of the target virtual object. Optionally, the identifier can also indicate the identity of the player character, such as whether the target virtual object belongs to the same faction of the player character, or the target virtual object belongs to the opposing faction of the player character.
[0103] Players can control the target virtual object 11 to move within the virtual environment. When the target virtual object 11 moves to a distance less than or equal to the target virtual item 12, such as... Figure 4 As shown, the first prompt message can be displayed on the current user interface, namely... Figure 4 The information 14 shown includes a prompt for "whether to intrude into the enemy system" and operation controls for "yes" and "no". If the user corresponding to the target virtual object 11 selects "yes", then it is determined that the user wants to trigger control of the virtual object. If "no" is selected, it means that the user does not want to control the virtual object, and information 14 can no longer be displayed.
[0104] Optionally, when the user triggers Figure 4 When the "Yes" control is displayed, this operation is the virtual object in this example triggering a confirmation operation. After receiving this operation, the virtual object control interface can be displayed. As an example, Figure 5 As shown, the virtual object control interface includes a control instruction prompt information display area 15 and a throwing instruction input area 16. The control instruction prompt information is displayed in the display area 15. Figure 5 The prompt message "Input command: sdfaddsgafaadedinger-werewrw and press Enter" indicates that the user can input the control command "sdfaddsgafaadedinger-werewrw" in input area 16 via voice input or input device, and then press "Enter" to submit the input command. After receiving the user's input command, the user's terminal device can compare the input command with the standard control command in the prompt message to determine if the input command is correct, or send the input command to the server for judgment. If the user's input command is successfully entered, a location selection interface will be displayed, allowing the user to select the location where the virtual object group will appear on the virtual environment map.
[0105] The criteria for successful control command input can be configured according to application requirements. Optionally, successful control command input can be achieved through a single correct throw command input or multiple correct control command inputs. In other words, the user needs to perform at least one round of control command input operations. Successful control command input is considered achieved when the number of rounds with correctly input control commands reaches a set number (at least one round). The throwing prompts for different rounds can be the same or different. Correspondingly, when the virtual object control interface is displayed in response to the interaction between the target virtual object and the first target virtual prop, the first control command prompt displayed on this interface can be the control command prompt for the first round of control command input operations. The aforementioned virtual object control commands obtained can include:
[0106] Repeat the following operations until the second or third preset condition is met:
[0107] Get the virtual object control command input in the current round. If the control command input in the current round does not meet the second or third preset condition, display the control command prompt information for the next round.
[0108] If the control command input for the current round meets the second preset condition, the control command input is determined to be successful; if the control command input for the current round meets the third preset condition, the control command input is determined to be unsuccessful.
[0109] In other words, the second preset condition is the condition for determining successful control command input, and the third preset condition is the condition for determining failed control command input. Optionally, the control command input situation corresponding to the current round number satisfies the second preset condition if the number of rounds in which control commands have been correctly input reaches a first set number of rounds. The third preset condition can be configured according to actual needs. Optionally, the control command input situation corresponding to the current round number satisfying the third preset condition may include any of the following:
[0110] The number of input rounds of control commands has reached the upper limit of the number of input rounds, and the number of rounds in which control commands have been correctly input has not reached the first set number of rounds;
[0111] The number of rounds in which control commands have been correctly entered has not reached the first set number of rounds, and the remaining number of rounds that can be entered is less than the first value, which is the difference between the set number of rounds and the number of rounds in which control commands have been correctly entered;
[0112] The number of rounds in which the throwing command has been entered incorrectly has reached the second set number of rounds.
[0113] The control command input status for the current round refers to the summary of control command input results for all historical rounds (rounds already entered), including the current round's input result. This input status can include one or more of the following: the number of rounds already entered, the number of rounds in which control commands have been correctly entered, the remaining number of rounds that can be entered, or the number of rounds in which control commands have been incorrectly entered. Based on the control command input status for the current round, it can be determined whether the current input status meets the criteria for successful control command input or the criteria for failed control command input. If either condition is met, there is no need to continue displaying the control command prompt information for the next round. If neither condition is met, the control command prompt information for the next round can continue to be displayed, and the control command input status for the next round can be used to determine whether the control command was successfully entered, failed, or whether the prompt information for the next round will continue to be displayed.
[0114] In the specific implementation of the above optional scheme, the maximum number of rounds that the user can input control commands can be configured, i.e., the upper limit of the number of input rounds. The upper limit of the number of input rounds is not less than the first set number of rounds. Within the upper limit of the number of input rounds, if the user correctly inputs control commands for a number of rounds that reach the first set number of rounds, it is judged that the control command input is successful and the location selection interface can be displayed. If this condition cannot be met, for example, if the number of rounds input has reached the upper limit but the number of rounds correctly input has not reached the first set number of rounds, or the remaining number of rounds that can be input is less than the first value (the number of rounds that can be input correctly must be equal to the first value to be judged as successful), or the number of rounds of incorrectly input control commands has reached the second preset number of rounds, the second preset number of rounds is equal to the difference between the upper limit of the number of input rounds and the first preset number of rounds plus 1, then even if all the remaining number of rounds that can be input are input correctly, it will not meet the condition for successful input. Therefore, it is judged as input failure, and the user cannot select the location where the virtual object group appears.
[0115] The criteria for determining whether the control command input for each round is correct can be configured as needed. For any given round, correct input of the control command can mean that the matching degree between the user-input control command and the standard control command for that round is not less than a set value. Optionally, the standard control command for each round can be included in the control command prompt information for that round, or the control command prompt information can be a preset question, and the standard control command can be a preset answer to the preset question. If the matching degree between the user-input answer to the preset question and the preset answer is not less than a set value, the control command input for the current round is considered correct. The set value can be a positive number less than or equal to 1.
[0116] Optionally, control commands can also specify actions or gestures. The control command prompts can indicate the actions or gestures to be performed in each round. If the user's action or gesture matches the standard action or gesture for the current round more than a preset threshold, then the control command input for the current round is correct.
[0117] As an optional solution, the virtual object control instructions for obtaining the current round number input include:
[0118] The system receives the information input operation corresponding to the current round number. If the fourth preset condition is met, the input information obtained when the fourth preset condition is met is used as the virtual object control instruction for the current round number. The fourth preset condition includes any one of the following:
[0119] The display duration of the control command prompt message for the current round has reached the set duration;
[0120] The instruction to submit the operation has been received.
[0121] In other words, in actual implementation, users need to complete the input of control commands within a set time period. If no command submission operation is received after the set time period has elapsed, the information already entered by the user at this time will be taken as the control command input for the current round. Of course, if the user submits the command, the information entered by the user at the time of submission will be the control command input for the current round.
[0122] As an optional configuration, the control instruction prompts for any round may include at least one of the following:
[0123] The standard control command corresponding to the current round number; the preset question corresponding to the current round number, where the standard control command corresponding to the current round number is the preset answer to the preset question; the upper limit of the number of rounds for inputting control commands; the current number of rounds for inputting control commands; the remaining number of rounds for inputting control commands; the number of rounds for which control commands have been correctly input; the number of rounds for which control commands must be correctly input for a control command to be successfully input; and the remaining input time for the control command corresponding to the current round number.
[0124] By displaying control command prompts for each round to the user, the user can more clearly understand their current control command input status. The aforementioned control command time limit, also known as the set time limit, is the maximum time the user has to input commands. If the user does not complete the input of all command information within this time limit, the information already entered will be used as the user's input control command to determine whether the current round's command input is correct. Optionally, a countdown timer can be used to display the remaining input time for each round of control commands. For example, if the set time is 6 seconds, when the content of the virtual object control interface for each round begins to be displayed, the time limit will be displayed as 6 seconds, and a countdown will show the remaining input time.
[0125] This application embodiment does not specifically limit the display of each piece of information in the control command prompt message, and it can be configured according to requirements. For example... Figure 5 The virtual object control interface shown can display control command prompts in area 15. In this example, the prompts include standard control commands and command submission methods (enter the control command in area 16 and press Enter). Figure 6 The diagram shows a schematic of another virtual object control interface, such as... Figure 6 As shown, the prompt information displayed in the control instruction prompt information display area 25 includes standard control instruction 251, remaining input time 252 (2 seconds remaining), current input round number (5th round), and maximum number of input rounds (10 rounds) 253. Users can input instructions based on standard control instruction 251 in the control instruction input area 26.
[0126] Optionally, the information displayed on the virtual object control interface corresponding to the current round may also include control command input information from previous rounds, such as at least one of the user-input commands or input results (correct or incorrect) from each round. Figure 7 In the example shown, the current round is round 3. The control command input area displays the control commands entered by the user in the previous two rounds, as well as some of the commands entered in the current round. Optionally, it can also display the input results for each round that has been completed, such as... Figure 7 As shown, the control commands input by the first round of users and the control commands input by the second round of users are displayed with different colored fonts to indicate the input results. The input result of the first round is "correct input" and the input result of the second round is "input failure".
[0127] When the control command is successfully entered, a location selection interface can be presented to the user on the user terminal. This interface displays a virtual environment map, which can optionally be a global map of the virtual environment. The user can select the location where they want the virtual object to appear through the location selection interface.
[0128] This application does not limit the specific operation form of the location selection operation. Optionally, the location selection operation can be a single click or double click, or a long press or short press. When the user terminal receives a location selection operation on the virtual map environment, the location in the virtual environment corresponding to the selection operation is the target location. The user terminal can send the target location to the server, and the server will deploy a group of virtual objects at the target location. Accordingly, a group of virtual objects, such as one or more monsters, will be displayed at the target location in the virtual environment.
[0129] The specific method for delivering a group of virtual objects to a target location is not limited in this application embodiment. Optionally, the server can control the direct display of one or more virtual objects at the target location, or the server can use an airdrop method to airdrop a group of virtual objects to the target location. For example, a designated virtual airdrop vehicle can be used to airdrop a group of virtual objects to the target location. For the player, the player's user terminal can display a screen showing the airdrop vehicle falling from the sky. When the airdrop vehicle reaches the target location and lands, the delivered virtual objects can appear in the virtual scene screen corresponding to the target location. For example, the airdrop vehicle can be an airdrop pod. A group of monsters ride in the airdrop pod and fall from the sky to the target location in the virtual scene. After the airdrop pod lands, it will open, and the monsters inside will swarm out.
[0130] As an example, Figure 8The image shows a schematic diagram of a location selection interface. This interface displays a global map (large map) of the virtual scene, as well as identification information of some virtual objects in the virtual scene. For example, the identifier 'c' of the target virtual object's location in the virtual scene, and identifiers 'a', 'b', and 'd' of other virtual objects. Identifier 'e' can be the identifier of the first target virtual item (such as a monster communication base station). Optionally, when each player views the large map, identifier 'e' can be displayed on the large map to indicate that the player can trigger the throwing of the virtual object at the location corresponding to identifier 'e' in the virtual scene. In actual implementation, there can be one or more designated first target virtual items at a specific location in the virtual scene.
[0131] Players can select a drop location on the map corresponding to the target virtual object, such as by clicking on a location on the map. For example, if a player clicks on location f, the corresponding location in the virtual environment becomes a candidate location. If the user selects a location and clicks "Confirm," that candidate location becomes the target location. If the user doesn't click, they can change the location by clicking on another location. The user can then select and confirm the final drop location as needed. Optionally, after a user selects a candidate location on the virtual environment map, detailed scene information corresponding to that candidate location can be displayed, allowing the user to better understand the specific information of the location, such as... Figure 8 and Figure 9 As shown, assuming the user is... Figure 8 Clicking location 'f' on the virtual scene map will display the details corresponding to that location, such as... Figure 9 As shown, it can display a detailed map of the surrounding area of location f. For example, it can display detailed information about the map within a preset range around location f using a zoomed-in map or other methods. This includes information such as which player characters are within this range in the virtual environment and whether they are player characters from the opposing faction. This allows players to better determine whether to use this location in the virtual environment as their drop point. If unsure, they can reselect to better adjust their tactics.
[0132] Optionally, the location selection interface can also include a "Cancel" control, which can trigger a cancellation operation for the virtual object deployment, such as... Figure 8 If the user clicks "Cancel," it means the deployment of the virtual object has been abandoned. Optionally, the corresponding virtual scene screen can be displayed at this time, for example, it can display... Figure 4The screen shown may be a screen that does not include information 14. Optionally, when the user clicks the "Cancel" control, a prompt message can be displayed to indicate whether the user really chooses to abandon the deployment of the virtual object, such as displaying a "Yes" and "No" selection control. If the user confirms to abandon (e.g., clicks "Yes"), the previous virtual scene screen will be restored. If the user accidentally clicks "Cancel", they can continue to select a location on the location selection interface by clicking "No".
[0133] In an optional embodiment of this application, the throwing method may further include: in response to the failure to meet the first preset condition (such as the input result of the above control command being a control command input failure), displaying a group of virtual objects at the second target position corresponding to the target virtual object in the virtual environment.
[0134] In other words, when a user confirms the virtual object deployment operation, certain conditions must be met before the player can choose the location where the virtual object group will appear. If these conditions are not met, the user cannot choose a deployment location, and the virtual objects will be deployed at the target location according to a pre-configured strategy. For example, if the virtual object control command is successfully entered, the virtual object group will be deployed at the user's chosen first target location. If the deployment command fails, the virtual objects will be deployed near the user's corresponding player character. Based on this scheme, the virtual object deployment gameplay becomes more flexible, innovative, and fairer, better meeting practical needs.
[0135] Optionally, the second target location corresponding to the aforementioned target virtual object may include any of the following:
[0136] The position where the distance between the second target virtual prop and the target virtual object in the virtual environment is less than or equal to a second threshold, wherein the distance between the second target virtual prop and the target virtual object is less than a third threshold;
[0137] The position where the distance to the target virtual object is less than or equal to the fourth threshold.
[0138] The second target virtual item mentioned above can be the same as or different from the first target virtual item mentioned earlier. Optionally, the first and second target virtual items can be the same object, such as the monster communication base station in the previous example. When the user's character arrives near the monster communication base station, the user can trigger the virtual object deployment operation. If the operation is successful, the first preset condition is met. If the control command is successfully input, the user can select the first target location, and the server will deploy a batch of monsters at the location selected by the user in the virtual environment, such as by airdropping monsters to that location. If the first preset condition is not met, such as by failing to input the control command, a large number of monsters will be deployed near the monster communication base station where the player character triggered the virtual object deployment operation. The specific values of the second, third, and fourth thresholds mentioned above can be pre-configured according to actual needs.
[0139] In an optional embodiment of this application, after determining the deployment location (first target location or second target location) of the virtual object group, the method may further include at least one of the following:
[0140] During the display of the virtual object group, a second prompt message is displayed. When the set condition is met (the total duration of the virtual object group's deployment or the total display duration reaches the first duration), the display of the second prompt message stops. The second prompt message includes at least one of the following: a prompt message indicating the location of the virtual object group, a prompt message indicating the manner of the virtual object group's appearance, or a prompt message related to the appearance time of the virtual object group (such as a prompt message indicating the total deployment duration / total display duration, a prompt message indicating the duration of deployment that has been completed, or a prompt message indicating the remaining deployment duration).
[0141] Before or during the display of a group of virtual objects, display a warning message indicating the presence of virtual objects.
[0142] When the total display duration / duration of the virtual object group reaches the first duration, a display end prompt message is displayed;
[0143] When the total display duration / total delivery duration of the virtual object group reaches the first duration, clear the display / delivery effect of the virtual object group in the virtual environment.
[0144] Based on this option, users can be informed in a timely manner of one or more of the following information: where virtual object groups will appear in the virtual environment, how long the virtual object groups will last, how they will be deployed, and whether the deployment has ended, so that players can control their player characters to perform corresponding actions.
[0145] The aforementioned second prompt information may include one or more prompt information. Some or all of the second prompt information may be displayed before the virtual object group appears (when the virtual object group is thrown), or it may be displayed continuously throughout the entire throwing process from the start of its appearance until the duration reaches the first duration. Alternatively, it may be displayed during certain periods of the entire throwing process, or repeatedly displayed at certain time intervals. For example, location prompt information indicating the location of the monster group's appearance (i.e., the indication of the first or second target location) may be displayed continuously throughout the throwing process so that players can know the location at any time. Similarly, prompt information indicating the appearance method may be displayed for a certain duration at or before the start of the throwing process. Because the throwing method is not easily forgotten once known, the display duration of this prompt information may be less than the first duration, and it may be removed after a certain duration. In this embodiment, the total throwing duration refers to the duration of the entire throwing process from the start of the virtual object group's throwing to the end of the throwing process. The already sustained throwing duration refers to the time from the start of the throwing to the current time, and the remaining throwing duration is the difference between the total throwing duration and the already sustained throwing duration.
[0146] The aforementioned warning information can be displayed before or during the deployment process. This information is used to notify users that a group of virtual objects is about to be deployed, meaning that the virtual objects will appear at the target location. This application embodiment does not limit the specific content or display method of the warning information. Optionally, the warning information may include one or more of the aforementioned second warning information, or it may not include the second warning information but other warning information. For example, the warning information may be voice information, which can be used to announce the upcoming deployment of monsters by playing a specific warning signal.
[0147] The aforementioned end prompt message is used to indicate that the delivery process of the virtual object group has ended. Similarly, this application embodiment does not limit the specific information content and display form of the prompt message. For example, the delivery can be completed by playing a voice prompt saying "Air raid has ended", or by displaying the text "Airdrop has ended" on the user interface, etc.
[0148] The display effects (also known as delivery effects) of virtual object groups can include changes to the virtual environment caused by their appearance. For example, the addition of delivered virtual object groups or airdrop pods to the virtual environment. These delivery effects can be cleared when the delivery ends. Optionally, corresponding special effects can be added to the virtual environment during the delivery of virtual object groups. For example, adding special effects near the delivery location of the virtual object groups. These added effects are also considered display effects, and they are also cleared when the delivery ends, meaning the display stops.
[0149] It should be noted that, in actual implementation, the specific information content and display method of the various prompts described in this application embodiment can be configured and adjusted according to actual needs. The goal or function of displaying various prompts is to enable users to better understand the relevant information about the virtual object group, so that users can better control their player characters to perform corresponding actions or prepare for a response. For example, if the virtual object group is a group of monsters, after learning the location prompt information, users can control their player characters to move away from the drop location or prepare for battle. The various prompts can be displayed to all players currently in the virtual environment, or only to some players. For example, they can be displayed only to players whose virtual characters are near the drop location. For the two different results of successful virtual object control command input and failed throw command input, the various prompts can be the same or different, and the display format of the prompts can be the same or different. For example, when the control command input is successful, the various prompts can be displayed to all players; if the control command input fails, only players whose virtual characters are near the second target location can be prompted.
[0150] As an optional approach, the aforementioned second prompt information includes prompt information indicating the location of the virtual object group, and the display of the second prompt information includes at least one of the following:
[0151] The virtual environment screen is displayed, and the virtual scene screen displays a thumbnail or partial map of the virtual environment map. The thumbnail or partial map displays location information for the virtual object group.
[0152] In response to the opening of the virtual environment map, the map screen is displayed, which shows the virtual scene map and the location information of the virtual object group.
[0153] The virtual environment map can be understood as the global map of the virtual environment, also known as the large map. The thumbnail or partial map can be a scaled-down version of the global map, also known as a small map. The virtual environment screen is the user screen displayed on the current user's terminal. It is the view of the virtual environment from the perspective (first-person or third-person) of the virtual object controlled by the current user. As the virtual object's position changes within the virtual environment, the content of the virtual environment screen usually changes as well. In other words, the content of the virtual environment screen displayed on the user's terminal is typically different for different users.
[0154] The virtual environment displayed on the user terminal can include a small map. Through the small map, users can see their current relative position within the virtual environment, the relative positions of other virtual objects, and other information. In the solution provided in this application, during the deployment of virtual object groups, the small map can also display deployment location prompts, allowing users to locate the deployment points. Optionally, users can also view a large map as needed. For example, a large map view control can be displayed on the virtual environment screen on the user terminal. After the user clicks this control (the activation trigger operation), the user interface will display a map containing the large map, which can also display deployment location prompts. Of course, the map activation trigger operation can also be implemented in other ways. For instance, the large map activation trigger operation could be pre-configured with a corresponding shortcut key, allowing users to open the large map and view the global map information of the virtual environment by clicking the appropriate shortcut key.
[0155] The specific format of the location information is not limited in this embodiment. For example, it can be a prominent location marker (such as a marker of a specific color). Optionally, the minimap can also display the current player's location. Through the minimap, players can not only know the location of the virtual object group, but also understand the relative position and distance between that location and their own player character. At the end of the entire deployment process, the location information on the large map and / or minimap will be removed to avoid misunderstanding by users.
[0156] After the server deploys a group of virtual objects at the first or second target location, the deployed virtual objects will appear at that location in the virtual environment. Correspondingly, the deployed group of virtual objects will be displayed on the user's terminal whose field of view includes the target location. It's understood that if the current user's target virtual object's field of view does not cover the target location where the group of virtual objects was deployed, the deployed group of virtual objects will not be displayed in the target virtual object's virtual environment. If it does cover the target location, the group of virtual objects will be displayed. For example, if the group of virtual objects is deployed at the first target location, it will be displayed on the user's terminal. The size of the field of view can be configured according to requirements.
[0157] The specific deployment method for virtual object groups can be configured according to requirements. Optionally, the above-mentioned display of virtual object groups may include at least one of the following:
[0158] Display the virtual object group airdropped via virtual vehicle at the target location of the virtual object group;
[0159] Display virtual object groups at the target location of the virtual object group, showing virtual object groups that appear at preset time intervals;
[0160] Display the virtual object group at the target location until the display duration reaches the first duration.
[0161] The virtual object group can be deployed via airdrop. A virtual vehicle is used to transport the airdropped virtual object group. The specific type of virtual vehicle is not limited in this embodiment; for example, it may include, but is not limited to, a virtual airdrop pod, a virtual aircraft, or a virtual parachute. The virtual object group can be deployed once or multiple times. For example, it can be deployed multiple times at certain time intervals until the total deployment time (i.e., the deployment duration) reaches a preset first duration. For instance, if the total deployment time is 180 seconds, a batch of virtual objects can be deployed every 30 seconds.
[0162] Once the virtual object swarm is deployed to the target location in the virtual environment, the deployed virtual objects will be displayed on the virtual environment screens of player characters whose current location is within a certain distance of the target location. In other words, the deployed virtual object swarm will be displayed in the area corresponding to the target location. For example, if the virtual object control command input fails, the virtual object swarm will be deployed near the target virtual object. The deployed virtual object swarm will be displayed on the terminal of the player corresponding to the target virtual object, as well as on the terminals of players whose character is near the target virtual object. The extent to which the swarm can be viewed relative to the target location can be configured as needed, and this embodiment does not limit this.
[0163] In this embodiment of the application, the virtual objects in the virtual object group can be virtual objects with attack capabilities. These virtual objects can be allowed to attack the player's virtual objects, i.e., the player's character. Of course, the player can also control their player character to attack these deployed virtual objects. It is understood that after the deployed virtual object group is deployed, the number of these virtual objects or the object attribute information in the virtual scene may change due to the attack.
[0164] The method provided in this application offers a novel and engaging gameplay experience, providing users with a strong sense of high-tech immersion, significantly enhancing user interest, and better meeting user needs. The solution provided in this application can be applied to various types of game applications, including but not limited to some simulation programs.
[0165] To better illustrate the solution provided in this application, we will use a game application as an example to describe one possible specific embodiment of this application. In this embodiment, the virtual object being thrown (i.e., the non-player virtual character triggered by the player) is a monster, and the first target virtual item and the second target virtual item are the same virtual item. In this embodiment, the communication base station of the monster camp in the virtual environment of the game application (hereinafter referred to as the monster communication base station) is used as the first target virtual item. Monster communication base stations are set up in some specific locations in the virtual environment. To throw monsters (i.e., trigger the appearance of a group of virtual objects), the player first needs to find the monster communication base station, and then engage in information confrontation to obtain the corresponding right (i.e., input the throwing command). Once successful, the player can release monsters to seek support (i.e., choose the target location to throw a batch of monsters according to their needs), and then airdrop a sufficient number of monsters in the designated area. This deliberately disrupts the tactics of the opposing camp players. Alternatively, the player can choose to release monsters near the virtual character they control as a means of farming monsters and improving their own abilities. If the intrusion fails, it will also trigger a monster alarm and counterattack. Based on the above-mentioned gameplay of triggering monster throwing through information confrontation provided in this application, it can effectively enhance players' interest and improve users' application experience. Players can use this gameplay to influence the enemy camp or improve their own game ability.
[0166] Optionally, the implementation environment corresponding to this embodiment may be, but is not limited to, [the following]. Figure 1 The implementation environment shown below is as follows: Figure 1 Taking the implementation environment as an example and describing it from the perspective of user 10, for ease of description, user 10 will be referred to as the target player, and other players besides user 10 will be referred to as other players, such as... Figure 1 In the game, the virtual game characters of users 20 and 10 are referred to as the target virtual objects, or simply the target characters. The virtual game characters of other players are referred to as other characters.
[0167] User 10 can participate in the game by running a game application on their first terminal 121. For example, a player can open the game application on their terminal, log in to their game account, and then participate in a game. The player can participate alone or in a team with other players. User 10 can control the target character to move in the virtual scene and perform shooting or other actions through operations on the first terminal 121.
[0168] Optionally, the first terminal 121 can send the target character's location information in the virtual scene to the game server 110 in real time or at predetermined time intervals. The server 110 can determine whether the target character has found a monster communication base station based on the target character's current location. Specifically, when the server 110 determines that the distance between the target character and a certain monster communication base station in the game virtual environment is less than a first threshold, it considers that the player has found a monster communication base station. At this time, the player can choose whether to intrude into the base station (i.e., whether to trigger the monster throwing operation). The server 110 can send a first prompt message to the first terminal 121, and the first prompt message is displayed on the game user interface of the first terminal 121, such as... Figure 4 As shown in information 14, user 10 can choose whether to infiltrate the enemy system based on this prompt. After receiving user 10's selection, the first terminal 121 can send this operation to the server. The server will determine whether user 10 wants to infiltrate the enemy system based on user 10's selection. If user 10 selects "yes," this selection operation is the virtual object throwing confirmation operation, i.e., the aforementioned virtual object trigger confirmation operation. The player needs to enter the information confrontation intrusion interface (i.e., the virtual object control interface) and perform the corresponding information confrontation intrusion gameplay. Optionally, the server 110 sends the data of the virtual object control interface (including throwing command prompt information, i.e., control command prompt information) to the first terminal 121. The first terminal 121 displays the object starting to the interface, such as... Figure 5 As shown.
[0169] In this embodiment, it is assumed that the maximum number of rounds for inputting throwing commands (i.e., control commands) is 10. If the number of rounds in which the throwing command is correctly input reaches 7, then the throwing command input is considered correct (meeting the first preset condition); otherwise, the throwing command input fails (not meeting the first preset condition). Specifically, for each round, if the matching degree between the user-input throwing command and the standard throwing command (i.e., the accuracy rate of the user-input command) reaches 80% (i.e., the accuracy rate of the user-input command exceeds 80%), then the throwing command input for this round is considered correct, meaning the intrusion for this round is successful. Optionally, the standard throwing command can be a string, and the accuracy rate can refer to the proportion of identical characters in the user-input string and the standard throwing command string relative to the number of characters in the standard throwing command.
[0170] Figure 10 The diagram illustrates a flowchart of a method for determining the result of a throwing command input, as provided in this embodiment. The user can be user 10, the client can be a client of a game application running on the first terminal 121, and the server is the game server 110. Figure 10 As shown, the process may include the following steps:
[0171] 1) The user inputs a command, and the client uploads the input information.
[0172] Specifically, User 10 inputs throwing commands based on the throwing command information displayed on the client's throwing operation interface, i.e., the virtual object control interface. Each round of command input has a time limit, regardless of whether the time limit expires or the player decides to complete the command input (i.e., the user submits the command). Optionally, in each intrusion round (each round of throwing command input), the user's client (e.g., at the top of the user interface screen) will display the information counter-command (i.e., the standard throwing command) that the player needs to input and the remaining time. The player needs to input the correct information counter-command within the specified time. When the remaining time for the round is 0, the input command will be forcibly submitted (or the user will actively submit) (the information the player has currently entered). If the input command accuracy exceeds 80%, the intrusion for that round is successful (the throwing command for the current round is correct); otherwise, the intrusion for that round fails. After each command input, the client sends the user's input command information to the server. Upon receiving the corresponding command, the server performs a series of checks to determine how to proceed.
[0173] 2) The server determines the next step based on the received information.
[0174] Specifically, such as Figure 10 As shown, the determination method can be as follows:
[0175] 1. If the input is correct and the number of successful waves is sufficient, the intrusion is successful, and the user can enter the airdrop location selection interface (i.e., the location selection interface): If the server finds that the input of this command is correct (the input of the throwing command in this round is correct) and the global number of correct commands has been reached (the number of rounds with correct input has reached the first set number of rounds), it means that the input of the throwing command is successful. The server then informs the client that the input of commands for the whole game is successful. After receiving the information, the client can pop up a prompt that the intrusion is successful, and at the same time, the airdrop location selection interface will also pop up.
[0176] 2. If the input is correct but the number of successful waves is insufficient, the number of successful waves is incremented by 1, and a new round begins: Specifically, if the server finds that the current command input is correct but has not reached the global requirement for the number of correct commands, it can inform the client that the input command for this round was successful. After receiving the information, the client can display a prompt that the input for this round was successful, and can also display the number of successful waves +1 and the challenge to enter the next round, that is, display the throwing command prompt information for the next round.
[0177] 3. If the input is incorrect but there are enough remaining beams, proceed to the next round. Specifically, if the server finds that the input command is incorrect in this round but the remaining number of beams is successful enough to determine the success of the whole game (i.e., the number of remaining input rounds is not less than the first value), it can inform the client that the input command for this round has failed. After receiving the information, the client can pop up a prompt that the input for this round has failed and proceed to the next round, that is, display the throwing command prompt information for the next round.
[0178] 4. Input error and insufficient remaining beams result in intrusion failure: Specifically, if the server detects an incorrect input but the remaining beams are insufficient to determine overall success (remaining input rounds are less than the first value), it will notify the client of intrusion failure (throwing command input failed). Upon receiving this information, the client can display an intrusion failure message, exit the throwing command operation interface, and begin playing warnings (throwing alert messages, i.e., warning messages appearing on virtual objects) and performing monster airdrops, i.e., throwing command input failed, throwing monsters near the target character.
[0179] If player (user 10) successfully intrudes, and the result is determined as scenario 1 above, a throwing location selection interface will be displayed on the player's client. This interface displays a virtual environment map (large map), on which the user can then select a throwing location. Figure 11 The flowchart shown illustrates that users can select a throwing location on the map. For example, if a player clicks on a point on the large map, the area corresponding to that point can be expanded (such as a map area within a certain range centered on that point). If the player confirms that point as the throwing location, the client can upload the selected location to the server, triggering the server to throw the monster at the target location corresponding to that point in the virtual scene, that is, to begin the airdrop operation in the area of the virtual scene corresponding to that point.
[0180] Optional, such as Figure 11 As shown, after receiving the location uploaded by the client, the server can broadcast it server-wide and provide a notification to the intruder (such as a countdown a few seconds before the monster is launched and displaying a launch notification message (second notification message) to all currently online players, informing all players that the intruder (i.e., the monster) has been successfully launched and is about to be released). Specifically, the server can send the notification message to each player's client, and the client can inform the player of the notification message through voice, text, or other means. For example, all players on the map can receive the text notification "A large number of monsters have launched an air raid for unknown reasons." At the same time, all players can also see the corresponding area marker (i.e., the launch location notification message) on both the large and small maps. The content and form of the notification are not limited; for example, it can be displayed on the map as a red circle with the monster air raid notification.
[0181] Taking user 10 as an example, after user 10 successfully intrudes and selects the throwing location, the first terminal 121 can receive the throwing prompt information from the server and display the prompt information to user 10 through the client, such as... Figure 12In the diagram shown, user 10's client will display prompt information 41, and on the minimap (the area covered by the circle in the diagram), it will display the throwing location prompt information 42 (the position of the warning symbol on the minimap is the relative position of the throwing location). It can also display a throwing method prompt information 43 for airdropping monsters. If user 10 clicks the shortcut key "M" or the area shown in the diagram ("M click to open large map"), the large map can be opened. Figure 13 As shown, the large map can display information such as the throwing location.
[0182] Taking other user 20 as an example, Figure 14 The image shows a schematic diagram of the user interface before the server throws the monster. It is a virtual environment screen corresponding to the perspective of the player character corresponding to user 20. The screen displays some virtual objects in the virtual scene, such as virtual trees and obstacles. As can be seen from the image, the user interface can also display corresponding prompts.
[0183] Optionally, in the corresponding air raid area (i.e., the target location where players select to drop monsters in the virtual environment), a batch of monsters will descend from the sky every 30 seconds in airdrop pods. The pods will open upon landing, releasing a swarm of monsters. After the air raid lasts for 180 seconds, a server-wide text message will play "Air raid has ended," indicating the end of the drop. The corresponding air raid effect will be removed from the scene, and the corresponding drop area marker will be removed from both the large and small maps.
[0184] In this embodiment, if the player's intrusion fails (i.e., the condition is met) Figure 10 In scenario 4), the player will trigger a monster alarm and a monster counterattack, meaning the server will airdrop monsters in the vicinity of the target character. Optionally, before or during the airdrop, the server will display a monster throwing warning message to the player through their client, such as a loud sound emanating from or near a monster communication base station (throwing warning message), and the monster airdrop will begin in the area surrounding the base station. Optionally, the entire alarm and airdrop will have a cooldown period (total throwing time), after which the airdrop and alarm will stop. Optionally, a corresponding cooldown bar (throwing time bar) will also be visible on or near the base station. When the intrusion fails, the aforementioned warning message can be a relatively loud warning message. Optionally, players within a certain area centered on the monster communication base station can see the throwing location information on the large and small maps. Optionally, at least one of the location or direction of the base station noise can also be seen on the player's user interface (such as around the screen).
[0185] Taking target user 10 as an example, Figure 15This diagram illustrates a user interface displayed on the first terminal 121 when the user's intrusion fails. The interface displays a monster throwing timer 61, the total length of which represents the total throwing time (e.g., 180 seconds as mentioned above). The white portion indicates the elapsed time, and the black filled portion indicates the remaining throwing time. The user interface may also display a throwing warning message 63 (playing a warning sound), and a throwing location indicator 64 on a minimap. 62 indicates the monster being airdropped.
[0186] Taking other user 20 as an example, Figure 16 The diagram illustrates a user interface displayed on the second terminal 122 of user 20 when user 10's intrusion attempt fails. It is understood that this diagram only shows a portion of the illustrative content, such as... Figure 16 As shown in the diagram, the diagram displays throwing location prompts 51 and 52. Prompt 51 is a noise signal, and its display direction on the interface indicates the location of the monster's throwing base. Prompt 52 indicates the relative position of the monster's target location on the minimap.
[0187] The solution provided in this embodiment triggers a monster airdrop regardless of whether the player's intrusion is successful or unsuccessful. Once the airdrop lasts for a certain duration (i.e., the drop ends), all players on the server are notified of the end of the airdrop, and any effects caused by the airdrop in the virtual environment are cleared. This solution adds a feature allowing players to specify where monsters will be airdropped. Players can use this feature to kill more monsters to acquire resources or to restrict the tactical actions of opposing faction players, making the game more strategic. Specifically, players need to perform information-based intrusion to drop monsters at their desired locations. This information-based intrusion feature enhances the player's immersion in the game world, and only successful intrusion will grant their wish; otherwise, they will face monster retaliation. This system, by increasing rewards for successful intrusions and penalties for failed intrusions, increases players' tactical choices, making the game more interesting and strategic, effectively improving player experience.
[0188] It should be noted that the implementation methods of the throwing method provided in this application may include, but are not limited to, the methods in the above embodiments. Based on the principle of the solution provided in this application, other corresponding modifications are also within the protection scope of this application. For example, when a player selects a throwing location on a virtual environment map, the player can select one or more locations (such as selecting as needed, provided that the number does not exceed a set limit). If the player selects multiple locations, they can throw monsters once or multiple times at each location.
[0189] For example, it can be pre-configured that each time a player arrives at a monster communication base station, they can only trigger the virtual object once. That is, regardless of whether the throwing command is successful or not, the player cannot re-trigger the virtual object near the target virtual item. Alternatively, it can be configured that a player can perform a maximum of a preset number of monster throwing operations at the same monster communication base station. After each successful or unsuccessful throwing operation, if the number of operations is less than the preset number, the player can be prompted whether to continue the intrusion. The player can then choose to intrude again or abandon the attempt. Monsters can be deployed in various ways, including but not limited to airdrops. The server can also directly control a group of monsters to appear at the target location or within a certain range centered on the target location.
[0190] This application also provides a control device for virtual objects, such as... Figure 17 As shown, the control device 100 may include a first display module 110, a second display module 120 and a third display module 130.
[0191] The first display module 110 is used to display the virtual object control interface in response to the interaction between the target virtual object and the first target virtual prop.
[0192] The second display module 120 is used to display a location selection interface in response to the fulfillment of the first preset condition. The location selection interface displays a virtual environment map.
[0193] The third display module 130 is used to display a group of virtual objects at the first target location corresponding to the location selection operation in the virtual environment map in response to the location selection operation, wherein the group of virtual objects includes at least one non-player virtual character.
[0194] Optionally, the first display module can be used to: display a first prompt message in response to the interaction between the target virtual object and the first target virtual prop, the first prompt message being used to prompt whether to perform a virtual object trigger operation; and display a virtual object control interface in response to receiving a virtual object trigger confirmation operation.
[0195] Optionally, the first display module can be used to: display the virtual object control interface in response to the distance between the target virtual object and the first target virtual prop being less than or equal to a first threshold.
[0196] Optionally, the third display module is also used to: in response to the failure to meet the first preset condition, display a group of virtual objects at the second target position corresponding to the target virtual object in the virtual environment.
[0197] Optionally, the second target location corresponding to the target virtual object includes any of the following:
[0198] The position where the distance between the second target virtual prop and the target virtual object in the virtual environment is less than or equal to a second threshold, wherein the distance between the second target virtual prop and the target virtual object is less than a third threshold;
[0199] The position where the distance to the target virtual object is less than or equal to the fourth threshold.
[0200] Optionally, the control device for the virtual object further includes a fourth display module, which is used to perform at least one of the following:
[0201] During the display of the virtual object group, a second prompt message is displayed. When the set conditions are met, the display of the second prompt message stops. The second prompt message includes: a prompt message about the location of the virtual object group, a prompt message about the manner of appearance, or a prompt message related to the time of appearance of the virtual object group.
[0202] Before or during the display of a group of virtual objects, display a warning message indicating the presence of virtual objects.
[0203] When the total display time of the virtual object group reaches the first duration, a display end prompt message is displayed;
[0204] When the total display duration of the virtual object group reaches the first duration, the display effects corresponding to the virtual object group in the virtual environment are cleared.
[0205] Optionally, the second prompt information includes a location prompt for the virtual object group. When displaying the second prompt information, the fourth display module performs at least one of the following:
[0206] The virtual environment screen is displayed, and the virtual scene screen displays a thumbnail or partial map of the virtual environment map. The thumbnail or partial map displays location information for the virtual object group.
[0207] In response to the opening of the virtual environment map, the map screen is displayed, which shows the virtual scene map and the location information of the virtual object group.
[0208] Optionally, the third display module is used to perform at least one of the following:
[0209] Display the virtual object group airdropped via virtual vehicle at the target location of the virtual object group;
[0210] Display the virtual object group at the target location at preset time intervals;
[0211] Display the virtual object group at the target location until the display duration reaches the preset duration.
[0212] Optionally, the virtual object control interface displays a first control command prompt message. The control device also includes a control command acquisition module, which is used to acquire the input virtual object control command. The second display module is used to display a location selection interface in response to the successful input of the virtual object control command.
[0213] Optionally, the first control command prompt information is the first round of control command prompt information, and the control command acquisition module can be used for:
[0214] Repeat the following operations until the second or third preset condition is met:
[0215] Get the virtual object control command input in the current round. If the control command input in the current round does not meet the second or third preset condition, display the control command prompt information for the next round.
[0216] If the control command input for the current round meets the second preset condition, the control command input is determined to be successful; if the current input of the control command for the current round meets the third preset condition, the control command input is determined to be unsuccessful.
[0217] Optionally, the control command input status corresponding to the current round number meets the second preset condition, including: the number of rounds in which control commands have been correctly input reaches the first preset number of rounds.
[0218] Optionally, the control command input for the current round number must satisfy any one of the following third preset conditions:
[0219] The number of input rounds of control commands has reached the upper limit of the number of input rounds, but the number of rounds in which control commands have been correctly input has not reached the first set number of rounds;
[0220] The number of rounds in which control commands have been correctly entered has not reached the first set number of rounds, and the remaining number of rounds that can be entered is less than a first value, where the first value is the difference between the first set number of rounds and the number of rounds in which control commands have been correctly entered;
[0221] The number of incorrectly entered control commands has reached the second set number of rounds.
[0222] Optionally, the control instruction acquisition module is used to: acquire the virtual object control instruction input in the current round number.
[0223] Receive the information input operation corresponding to the current round number. If the fourth preset condition is met, the input information obtained when the fourth preset condition is met will be used as the virtual object control instruction for the current round number input.
[0224] Among them, satisfying the fourth preset condition includes any one of the following:
[0225] The control command prompt message for the current round has been displayed for the set duration; the command has been received and the operation has been submitted.
[0226] Optionally, the control instruction prompts for any round may include at least one of the following:
[0227] The standard control command corresponding to the current round number;
[0228] The preset question corresponding to the current round number, where the standard control command corresponding to the current round number is the preset answer to the preset question;
[0229] The maximum number of input rounds for control commands; the current number of input rounds for control commands; the remaining number of input rounds for control commands; the number of rounds of control commands that have been correctly entered; the number of rounds of control commands that have been incorrectly entered; the number of correct input rounds of control commands required for successful input of a control command; the control command input time limit; and the remaining input time for the control command corresponding to the current round.
[0230] The apparatus in this application embodiment can execute the method provided in this application embodiment, and the implementation principle is similar. The actions performed by each module in the apparatus of each embodiment of this application correspond to the steps in the method of each embodiment of this application. For detailed functional descriptions of each module of the apparatus, please refer to the descriptions in the corresponding methods shown above, which will not be repeated here.
[0231] This application also provides an electronic device, which includes a memory, a processor, and a computer program stored in the memory. When the processor executes the computer program stored in the memory, it can implement the method provided in any optional embodiment of this application.
[0232] Optionally, the electronic device may be a user terminal. The user terminal may be a terminal device running an application corresponding to the aforementioned virtual scene. For example, the virtual scene may be a virtual scene in a game application, and the user terminal may be a terminal running the game application.
[0233] Figure 18 A schematic diagram of the structure of an electronic device to which an embodiment of the present invention applies is shown, such as... Figure 18 As shown, the electronic device can be a user terminal, and the electronic device can be used to implement the methods provided in any embodiment of the present invention.
[0234] like Figure 18 As shown, the electronic device 2000 may primarily include at least one processor 2001. Figure 18 The diagram shows components such as a memory 2002, a communication module 2003, and an input / output interface 2004. Optionally, these components can be connected and communicate with each other via a bus 2005. It should be noted that... Figure 18The structure of the electronic device 2000 shown is merely illustrative and does not constitute a limitation on the electronic devices to which the methods provided in the embodiments of this application are applicable.
[0235] The memory 2002 can be used to store operating systems and applications, etc. The applications can include computer programs that implement the methods shown in the embodiments of the present invention when invoked by the processor 2001, and can also include programs for implementing other functions or services. The memory 2002 can be ROM (Read Only Memory) or other types of static storage devices that can store static information and instructions, RAM (Random Access Memory) or other types of dynamic storage devices that can store information and computer programs, or it can be EEPROM (Electrically Erasable Programmable Read Only Memory), CD-ROM (Compact Disc Read Only Memory) or other optical disc storage, optical disk storage (including compressed optical discs, laser discs, optical discs, digital universal optical discs, Blu-ray discs, etc.), magnetic disk storage media or other magnetic storage devices, or any other medium that can be used to carry or store desired program code in the form of instructions or data structures and that can be accessed by a computer, but is not limited thereto.
[0236] Processor 2001 is connected to memory 2002 via bus 2005, and implements corresponding functions by calling application programs stored in memory 2002. Processor 2001 can be a CPU (Central Processing Unit), a general-purpose processor, a DSP (Digital Signal Processor), an ASIC (Application Specific Integrated Circuit), an FPGA (Field Programmable Gate Array), or other programmable logic devices, transistor logic devices, hardware components, or any combination thereof. It can implement or execute the various exemplary logic blocks, modules, and circuits described in conjunction with the disclosure of this invention. Processor 2001 can also be a combination that implements computing functions, such as a combination of one or more microprocessors, a combination of a DSP and a microprocessor, etc.
[0237] Electronic device 2000 can connect to a network via communication module 2003 (which may include, but is not limited to, components such as a network interface) to communicate with other devices (such as user terminals or servers) through the network and achieve data interaction, such as sending data to or receiving data from other devices. Communication module 2003 may include wired network interfaces and / or wireless network interfaces, meaning the communication module may include at least one of wired or wireless communication modules.
[0238] Electronic device 2000 can connect to required input / output devices, such as keyboards and display devices, via input / output interface 2004. Electronic device 2000 itself may have a display device, and other display devices can also be connected externally via interface 2004. Optionally, storage devices, such as hard drives, can also be connected via interface 2004 to store data from electronic device 2000, retrieve data from storage devices, or store data from storage devices into memory 2002. It is understood that input / output interface 2004 can be a wired interface or a wireless interface. Depending on the actual application scenario, the device connected to input / output interface 2004 can be a component of electronic device 2000 or an external device connected to electronic device 2000 when needed.
[0239] The bus 2005 used to connect the various components may include a pathway for transmitting information between these components. The bus 2005 may be a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. Depending on its function, the bus 2005 can be divided into address bus, data bus, control bus, etc.
[0240] Optionally, for the solution provided in the embodiments of the present invention, the memory 2002 can be used to store a computer program that executes the solution of the present invention, and the processor 2001 runs the computer program. When the processor 2001 runs the computer program, it implements the operation of the method or apparatus provided in the embodiments of the present invention.
[0241] Based on the same principle as the method provided in the embodiments of this application, the embodiments of this application provide a computer-readable storage medium storing a computer program, which, when executed by a processor, can implement the corresponding content of the aforementioned method embodiments.
[0242] This application also provides a computer program product, which includes a computer program that, when executed by a processor, can implement the corresponding content of the aforementioned method embodiments.
[0243] It should be noted that the terms "first," "second," "third," "fourth," "1," "2," etc. (if present) 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 a sequence other than that shown in the figures or text.
[0244] It should be understood that although arrows indicate various operation steps in the flowcharts of this application's embodiments, the order in which these steps are implemented is not limited to the order indicated by the arrows. Unless explicitly stated herein, in some implementation scenarios of this application's embodiments, the implementation steps in each flowchart can be executed in other orders as required. Furthermore, some or all steps in each flowchart, based on the actual implementation scenario, may include multiple sub-steps or multiple stages. Some or all of these sub-steps or stages can be executed at the same time, and each sub-step or stage can also be executed at different times. In scenarios where execution times differ, the execution order of these sub-steps or stages can be flexibly configured according to requirements, and this application's embodiments do not limit this.
[0245] The above description is only an optional implementation method for some implementation scenarios of this application. It should be noted that for those skilled in the art, other similar implementation methods based on the technical concept of this application without departing from the technical concept of this application also fall within the protection scope of the embodiments of this application.
Claims
1. A method for controlling a virtual object, characterized in that, The method includes: In response to the interaction between the target virtual object and the first target virtual prop, the virtual object control interface is displayed; In response to the fulfillment of a first preset condition, a location selection interface is displayed, which displays a virtual environment map; In response to a location selection operation on the virtual environment map, a group of virtual objects is displayed at a first target location corresponding to the location selection operation in the virtual environment, wherein the group of virtual objects includes at least one non-player virtual character. In response to the failure to meet the first preset condition, a group of virtual objects is displayed at the second target location corresponding to the target virtual object in the virtual environment; the second target location corresponding to the target virtual object includes any one of the following: The position where the distance between the second target virtual prop and the target virtual object in the virtual environment is less than or equal to a second threshold, wherein the distance between the second target virtual prop and the target virtual object is less than a third threshold; The position at which the distance from the target virtual object is less than or equal to the fourth threshold.
2. The method according to claim 1, characterized in that, The step of displaying a virtual object control interface in response to the interaction between the target virtual object and the first target virtual item includes: In response to the interaction between the target virtual object and the first target virtual prop, a first prompt message is displayed, which is used to prompt whether to perform a virtual object triggering operation; Upon receiving a confirmation request from a virtual object, the virtual object control interface is displayed.
3. The method according to claim 1, characterized in that, The step of displaying a virtual object control interface in response to the interaction between the target virtual object and the first target virtual item includes: In response to the distance between the target virtual object and the first target virtual prop being less than or equal to a first threshold, the virtual object control interface is displayed.
4. The method according to any one of claims 1 to 3, characterized in that, The method further includes at least one of the following: During the display of the virtual object group, a second prompt message is displayed. When a set condition is met, the display of the second prompt message stops. The second prompt message includes at least one of the following: a prompt message indicating the location of the virtual object group, a prompt message indicating the manner of appearance, or a prompt message related to the time of appearance of the virtual object group. Before or during the display of a group of virtual objects, display a warning message indicating the presence of virtual objects. When the total display time of the virtual object group reaches the first duration, a display end prompt message is displayed; In response to the total display duration of the virtual object group reaching a first duration, the display effect corresponding to the virtual object group in the virtual environment is cleared.
5. The method according to claim 4, characterized in that, The second prompt information includes location information indicating the appearance of the virtual object group, and the display of the second prompt information includes at least one of the following: The virtual environment screen displays a thumbnail or partial map of the virtual environment map, and the thumbnail or partial map displays location information indicating the appearance of virtual object groups. In response to the opening trigger operation of the virtual environment map, a map screen is displayed, which shows the virtual scene map and the location prompt information of the virtual object group.
6. The method according to any one of claims 1 to 3, characterized in that, The group of virtual objects to be displayed includes at least one of the following: Display the virtual object group airdropped via virtual vehicle at the target location of the virtual object group; Display the virtual object group at the target location at preset time intervals; Display the virtual object group at the target location until the display duration reaches the preset duration.
7. The method according to any one of claims 1 to 3, characterized in that, The virtual object control interface displays a first control command prompt message, and the location selection interface is displayed in response to the fulfillment of a first preset condition, including: Obtain input virtual object control commands; Upon successful input of the virtual object control command, the location selection interface is displayed.
8. The method according to claim 7, characterized in that, The first control command prompt information is the prompt information for the first round of control commands; The virtual object control instructions for obtaining input include: Repeat the following operations until the second or third preset condition is met: Obtain the virtual object control command input for the current round. If the control command input for the current round does not meet the second preset condition or the third preset condition, display the control command prompt information for the next round. If the control command input for the current round meets the second preset condition, the control command input is determined to be successful; if the control command input for the current round meets the third preset condition, the control command input is determined to be unsuccessful. The control command input status corresponding to the current round number meets the second preset condition, including: the number of rounds in which control commands have been correctly input has reached the first preset number of rounds.
9. The method according to claim 8, characterized in that, The control command input for the current round number meets any of the following third preset conditions: The number of input rounds of control commands has reached the upper limit of the number of input rounds, but the number of rounds in which control commands have been correctly input has not reached the first set number of rounds; The number of rounds in which control commands have been correctly entered has not reached the first set number of rounds, and the remaining number of rounds that can be entered is less than a first value, where the first value is the difference between the first set number of rounds and the number of rounds in which control commands have been correctly entered; The number of incorrectly entered control commands has reached the second set number of rounds.
10. The method according to claim 9, characterized in that, The virtual object control command for obtaining the current round number input includes: Receive the information input operation corresponding to the current round number. If the fourth preset condition is met, the input information obtained when the fourth preset condition is met will be used as the virtual object control instruction for the current round number input. The fourth preset condition includes any one of the following: The control command prompt message for the current round has been displayed for the set duration; the command has been received and the operation has been submitted.
11. The method according to claim 9, characterized in that, The control command prompt message for any round includes at least one of the following: The standard control command corresponding to the current round number; The preset question corresponding to the current round number, wherein the standard control instruction corresponding to the current round number is the preset answer corresponding to the preset question; The maximum number of input rounds for control commands; The current input round number of the control command; The remaining number of input rounds for the control command; The number of rounds in which control commands have been correctly entered; The number of rounds in which control commands have been entered incorrectly; The correct number of rounds of control command input are required for successful control command input. Control command input duration limit; The remaining input time for the control command corresponding to the current round number.
12. A control device for a virtual object, characterized in that, include: The first display module is used to display the virtual object control interface in response to the interaction between the target virtual object and the first target virtual prop. The second display module is used to display a location selection interface in response to the fulfillment of a first preset condition. The location selection interface displays a virtual environment map. The third display module is configured to, in response to a location selection operation on the virtual environment map, display a group of virtual objects at a first target location corresponding to the location selection operation in the virtual environment, wherein the group of virtual objects includes at least one non-player virtual character; and, in response to the failure to meet the first preset condition, display a group of virtual objects at a second target location corresponding to the target virtual object in the virtual environment; wherein the second target location corresponding to the target virtual object includes any one of the following: a location where the distance to a second target virtual item in the virtual environment is less than or equal to a second threshold, wherein the distance between the second target virtual item and the target virtual object is less than a third threshold; or a location where the distance to the target virtual object is less than or equal to a fourth threshold.
13. An electronic device, characterized in that, The electronic device includes a memory and a processor, the memory storing a computer program, and the processor executing the computer program to implement the method according to any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that, The storage medium stores a computer program, which, when executed by a processor, implements the method described in any one of claims 1 to 11.
15. A computer program product, characterized in that, The computer program product includes a computer program that, when executed by a processor, implements the method according to any one of claims 1 to 11.
