Virtual object control method and device, equipment, medium and product
By employing visual interactions such as focus fire requests and countdown controls in multiplayer FPS games, the problem of inaccurate teammate location locators due to voice communication has been solved, improving the efficiency and cooperation of focus fire attacks.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2024-10-16
- Publication Date
- 2026-04-17
AI Technical Summary
In multiplayer FPS games, it is difficult to accurately determine the location of teammates' virtual objects when focusing fire, because it is impossible to do so accurately through voice communication alone.
The first virtual object initiates a concentrated fire request, and the teammate virtual object responds to the concentrated fire request, displaying a countdown control to indicate the start time of the concentrated fire, thus realizing a visual interaction of concentrated fire information.
It improves communication efficiency between users, reduces communication costs, ensures teammates can accurately adjust attack targets, and enhances cooperation in the game and the efficiency of defeating enemy virtual objects.
Smart Images

Figure CN121868864A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular to a method, apparatus, device, medium and product for controlling virtual objects. Background Technology
[0002] In multiplayer FPS games, especially those with long TTK (Time to Kill) durations, focused fire is key to gaining a tactical advantage. TTK refers to the time required to defeat an enemy virtual object using virtual items. Focused fire involves multiple virtual objects using virtual items to attack an enemy virtual object simultaneously. In long TTK games, focused fire can shorten the TTK and quickly eliminate the enemy virtual object.
[0003] In related technologies, online voice communication is typically used to facilitate communication between teammates. One user can use voice commands to instruct other users to control virtual objects to attack enemy virtual objects, thereby achieving the goal of focusing fire on the enemy virtual objects.
[0004] However, relying solely on voice communication is insufficient for other users to accurately pinpoint the location of virtual objects, hindering the implementation of concentrated fire attacks. Summary of the Invention
[0005] This application provides a method, apparatus, device, medium, and product for controlling virtual objects, the technical solution of which is as follows:
[0006] According to one aspect of this application, a method for controlling a virtual object is provided, the method being executed by a first client, the first client being used to control a first virtual object, the method comprising:
[0007] Display a target virtual object in a virtual environment, wherein the target virtual object and the first virtual character belong to different factions;
[0008] In response to the first virtual object's concentrated fire request operation against the target virtual object, the concentrated fire request is synchronized for at least one teammate virtual object, wherein the at least one teammate virtual object belongs to the same faction as the first virtual character;
[0009] Upon receiving a concentrated fire response message from one or more of the teammate virtual objects targeting the target virtual object, a countdown control is displayed, which indicates the time remaining until the start of the concentrated fire.
[0010] According to one aspect of this application, a method for controlling a virtual object is provided, the method being executed by a second client, the second client being used to control a teammate virtual object, the teammate virtual character belonging to the same faction as a first virtual character, the method comprising:
[0011] Displays a target virtual object in a virtual environment, wherein the target virtual object and the target virtual character belong to different factions;
[0012] Upon receiving a focus fire request initiated by the first virtual object, focus fire guidance information is displayed, which is used to guide the teammate virtual object to respond to the focus fire request;
[0013] In response to the teammate virtual object's concentrated fire response operation on the target virtual object, a countdown control is displayed, which is used to indicate the time remaining until the start of this concentrated fire.
[0014] According to one aspect of this application, a method for controlling a virtual object is provided, the method being executed by a server, the method comprising:
[0015] Receive a fire request from a first virtual object targeting a target virtual object, wherein the first virtual object and the target virtual object belong to different factions;
[0016] Based on the focus fire request, focus fire request information is sent to at least one teammate virtual object. The focus fire request information is used to instruct the first virtual object to initiate a focus fire request against the target virtual object. The first virtual object and at least one teammate virtual object belong to the same faction.
[0017] Receive concentrated fire responses from one or more teammate virtual objects;
[0018] Based on one or more of the focused fire responses, focused fire response information is sent to the first virtual object and / or the at least one teammate virtual object, the focused fire response information being used to indicate information in response to the focused fire request against the target virtual object.
[0019] According to one aspect of this application, a control device for a virtual object is provided, the device being used to control a first virtual object, the device comprising:
[0020] The first display module is used to display a target virtual object in a virtual environment, wherein the target virtual object and the first virtual character belong to different factions.
[0021] The first synchronization module is used to respond to the first virtual object's concentrated fire request operation for the target virtual object, and to synchronize the concentrated fire request for the at least one teammate virtual object, wherein the at least one teammate virtual object and the first virtual character belong to the same faction.
[0022] The first display module is further configured to display a countdown control when receiving concentrated fire response information from one or more of the teammate virtual objects for the target virtual object. The countdown control is used to indicate the time remaining until the start of the concentrated fire.
[0023] According to one aspect of this application, a control device for a virtual object is provided, the device being used to control a teammate virtual object, the teammate virtual character belonging to the same faction as a first virtual character, the device comprising:
[0024] The second display module is used to display a target virtual object in a virtual environment, wherein the target virtual object and the target virtual character belong to different factions;
[0025] The second display module is also used to display fire focus guidance information when receiving a fire focus request initiated by the first virtual object. The fire focus guidance information is used to guide the teammate virtual object to respond to the fire focus request.
[0026] The second display module is also used to display a countdown control in response to the teammate virtual object's concentrated fire response operation against the target virtual object. The countdown control is used to indicate the time remaining until the start of this concentrated fire.
[0027] According to one aspect of this application, a control device for a virtual object is provided, the device comprising:
[0028] The receiving module is used to receive a concentrated fire request from a first virtual object against a target virtual object, wherein the first virtual object and the target virtual object belong to different factions;
[0029] The sending module is used to send a fire focus request message to the at least one teammate virtual object based on the fire focus request. The fire focus request message is used to instruct the first virtual object to initiate a fire focus request against the target virtual object. The first virtual object and the at least one teammate virtual object belong to the same faction.
[0030] The receiving module is also used to receive concentrated fire responses from one or more teammate virtual objects;
[0031] The sending module is further configured to send concentrated fire response information to the first virtual object and / or the at least one teammate virtual object based on one or more of the concentrated fire responses, wherein the concentrated fire response information is used to indicate information in response to the concentrated fire request against the target virtual object.
[0032] According to one aspect of this application, a computer device is provided, the computer device including a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement a method for controlling virtual objects.
[0033] According to one aspect of this application, a computer-readable storage medium is provided having a computer program stored thereon, which, when executed by a processor, implements a method for controlling virtual objects.
[0034] According to one aspect of this application, a computer program product is provided, the computer program product comprising a computer program stored in a computer-readable storage medium; the computer program being read from and executed by a processor of a computer device from the computer-readable storage medium, causing the computer device to perform a control method for a virtual object.
[0035] The beneficial effects of the technical solution provided in this application include at least the following:
[0036] The process of focusing fire is achieved by having a first virtual object initiate a focus fire request and wait for a focus fire response from at least one of its teammate virtual objects. On one hand, the interaction of information related to focus fire is achieved through a request-response mechanism. Compared to voice communication in related technologies, the visual approach is clearer and more explicit. It not only informs at least one teammate virtual object that a focus fire operation is about to be initiated but also indicates the target virtual object, facilitating adjustments to achieve the focus fire. This improves communication efficiency between users. Describing focus fire-related information visually rather than verbally reduces communication costs. Furthermore, since users don't need to understand the focus fire-related information but can directly judge it through the screen displayed on the client, it shortens the user's thinking and communication time, indirectly improving the efficiency of user control over virtual objects.
[0037] On the other hand, after the teammate virtual object responds to the focus fire request, a countdown control is displayed, so that the first virtual object participating in the focus fire and the teammate virtual object can clearly know when to attack the target virtual object in order to achieve the purpose of attacking the target virtual object simultaneously or in a short period of time. This ensures that the target virtual object can be defeated in a short time even in long TTK games, which is conducive to improving the user's experience of cooperating to defeat the target virtual object and improving the cooperation of the game. Attached Figure Description
[0038] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0039] Figure 1 An architectural diagram of a computer system provided in an exemplary embodiment of this application is shown;
[0040] Figure 2 A schematic diagram of a virtual object control method provided in an exemplary embodiment of this application is shown;
[0041] Figure 3 A flowchart illustrating a virtual object control method provided in an exemplary embodiment of this application is shown;
[0042] Figure 4 A schematic diagram of a virtual object control method provided in an exemplary embodiment of this application is shown;
[0043] Figure 5 A schematic diagram of a virtual object control method provided in an exemplary embodiment of this application is shown;
[0044] Figure 6 A flowchart illustrating a method for controlling a virtual object provided in an exemplary embodiment of this application is shown.
[0045] Figure 7 A schematic diagram of a virtual object control method provided in an exemplary embodiment of this application is shown;
[0046] Figure 8 A schematic diagram of a virtual object control method provided in an exemplary embodiment of this application is shown;
[0047] Figure 9 A flowchart illustrating a virtual object control method provided in an exemplary embodiment of this application is shown;
[0048] Figure 10 A flowchart illustrating a method for controlling a virtual object provided in an exemplary embodiment of this application is shown.
[0049] Figure 11 A flowchart illustrating a virtual object control method provided in an exemplary embodiment of this application is shown;
[0050] Figure 12 This application shows an overall flowchart of a virtual object control method provided in an exemplary embodiment;
[0051] Figure 13 This invention provides a structural block diagram of a control device for a virtual object according to an exemplary embodiment of the present application.
[0052] Figure 14 This invention provides a structural block diagram of a control device for a virtual object according to an exemplary embodiment of the present application.
[0053] Figure 15 This invention provides a structural block diagram of a control device for a virtual object according to an exemplary embodiment of the present application.
[0054] Figure 16A schematic diagram of the structure of a computer device provided in an exemplary embodiment of this application is shown. Detailed Implementation
[0055] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0056] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numbers in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.
[0057] The terminology used in this disclosure is for the purpose of describing particular embodiments only and is not intended to be limiting of the disclosure. The singular forms “a,” “the,” and “the” as used in this disclosure and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” as used herein refers to and includes any and all possible combinations of one or more of the associated listed items.
[0058] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, user voice control information, user action control information, etc.) involved in this application are all information and data authorized by the user or fully authorized by all parties, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions. For example, the settings and operation information involved in this application were obtained with full authorization.
[0059] It should be understood that although the terms first, second, etc., may be used in this disclosure to describe various information, such information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, a first parameter may also be referred to as a second parameter without departing from the scope of this disclosure, and similarly, a second parameter may also be referred to as a first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when," "when," or "in response to determination."
[0060] First, let me introduce the relevant terms used in this application:
[0061] TTK (Time to Kill): The time required to defeat an enemy virtual object using virtual items. It can also be understood as the time required to defeat an enemy virtual object without interruption using virtual items; or, the time required to defeat an enemy virtual object continuously using virtual items; or, the time required from the first attack to the start of the enemy virtual object's timer to defeat it, ensuring that every attack deals damage to the enemy virtual object during this process. For example, the enemy virtual object has 100 health. Virtual item 1 deals 35 damage, and the attack cooldown is 0.108 seconds per hit. This means it takes 3 hits to defeat the enemy virtual object, therefore its theoretical TTK is (3-1)*0.108 = 0.216 seconds (assuming the first attack has no cooldown).
[0062] Virtual environment: This refers to the virtual environment displayed (or provided) by the client when running on the terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. The virtual environment can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment; this application does not limit this. The following embodiments illustrate this with a three-dimensional virtual environment. For example, the virtual environment includes the sky, land, and ocean, with the land including environmental elements such as plants and houses. Users can control virtual objects to move within this virtual environment. Of course, the virtual environment also includes virtual objects, which can be interactive, such as virtual beds, virtual chairs, virtual lights, virtual bathtubs, etc., allowing users to control virtual objects to lie on the virtual bed or sit on the virtual chair; these virtual objects can also be non-interactive, such as virtual trees, virtual stones, virtual house structures (including roofs, floors, pillars, doors, windows, etc.). This virtual environment can also be used to simulate real-world environments under different weather conditions, such as sunny days, rainy days, foggy days, or nighttime. A variety of scene elements enhance the diversity and realism of the virtual environment.
[0063] Virtual Object: An active object in a virtual environment. This active object can be at least one of a virtual character, virtual animal, or anime character. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object can be a three-dimensional virtual model. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space within the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional object constructed based on three-dimensional human skeleton technology. This virtual object achieves different external appearances by wearing different skins. In some implementations, the virtual object can also be implemented using a 2.5D or 2D model; this application does not limit this. Optionally, the virtual object is cultivated by the user from an initial virtual object according to the developer's design; or, the virtual object is designed by the developer, and users can acquire different virtual objects through purchase, completing tasks, lotteries, etc., and selectively control one of the virtual objects to enter a game.
[0064] Figure 1 A schematic diagram of a computer system provided in an exemplary embodiment of this application is shown. The computer system 100 may include: a first terminal 110, a server 120, and a second terminal 130.
[0065] The first terminal 110 has a first client 111 installed and running, which can be a multiplayer online game program. When the first terminal 110 runs the first client 111, the user interface of the first client 111 is displayed on the screen of the first terminal 110. The first client 111 can be any of the following: adventure game, casual competitive game, MMO (Massive Multiplayer Online) game, card game, MOBA (Multiplayer Online Battle Arena) game, SLG (Simulation Game), virtual reality application, 3D map program, FPS (First-Person Shooter) game, multiplayer shooting survival game, casual game, party game, sandbox game, virtual reality (VR) application, and augmented reality (AR) program. In this embodiment, the first client 111 is an FPS game as an example. The first terminal 110 is the terminal used by the first user 112. The first user 112 uses the first terminal 110 to control the first virtual object located in the virtual world. The first virtual object can be called the virtual object of the first user 112, the virtual object controlled by the first user 112, etc. The activities of the first virtual object include, but are not limited to, at least one of the following: moving, jumping, teleporting, releasing skills, using props, adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing.
[0066] The second terminal 130 has a second client 131 installed and running, which can be a multiplayer online game program. When the second terminal 130 runs the second client 131, the user interface of the second client 131 is displayed on the screen of the second terminal 130. The second client can be any of the following: adventure game, casual competitive game, MMOG game, board game, MOBA game, SLG game, virtual reality application, 3D map program, FPS game, multiplayer shooting survival game, casual game, party game, sandbox game, virtual reality application, and augmented reality program. In this embodiment, the second client 131 is an FPS game as an example. The second terminal 130 is the terminal used by the second user 132. The second user 132 uses the second terminal 130 to control a second virtual object located in the virtual world to perform activities. The second virtual object can be called the virtual object of the second user 132, the virtual object controlled by the second user 132, etc. The activities of the second virtual object include, but are not limited to, at least one of the following: moving, jumping, teleporting, releasing skills, using props, adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing.
[0067] Optionally, users can choose to enter different virtual environments; or, users can choose to randomly enter different virtual environments; or, users will enter different virtual environments in a random order preset by the developer. The virtual environments are pre-designed by the developer; or, the virtual environments are created by users using a UGC (User Generated Content) editor provided by the client.
[0068] Optionally, the first virtual object and the second virtual object reside in the same virtual environment. Optionally, the first virtual object and the second virtual object may belong to the same faction, the same team, the same organization, have a friend relationship, or have temporary communication permissions.
[0069] Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can refer to one of multiple terminals, and the second terminal 130 can refer to another of multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different, and these device types include at least one of the following: smartphones, tablets, e-book readers, MP3 players, MP4 players, laptops, and desktop computers.
[0070] Figure 1Only two terminals are shown in the diagram, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 may also be terminals corresponding to developers, on which a client development and editing platform is installed. Developers can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.
[0071] The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 via a wireless network or a wired network.
[0072] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 is used to provide backend services for clients supporting the virtual environment. Optionally, server 120 undertakes the primary computing work, and the terminal undertakes the secondary computing work; or, server 120 undertakes the secondary computing work, and the terminal undertakes the primary computing work; or, server 120 and the terminal use a distributed computing architecture for collaborative computing.
[0073] In an illustrative example, server 120 includes processor 122, user account database 123, battle service module 124, and user-facing input / output interface (I / O interface) 125. The processor 122 is used to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is used to store data of user accounts used by the first terminal 110, the second terminal 130, and other terminals 140, such as user account avatars, user account nicknames, user account creation maps, user account creation elements, virtual object decorations, virtual objects held by user accounts, virtual equipment held by user accounts, and virtual props held by user accounts. The battle service module 124 is used to provide multiple battle rooms for users to play battles, such as 1V1 battles, 3V3 battles, 5V5 battles, and 1V5 battles. The user-facing I / O interface 125 is used to establish communication and exchange data with the first terminal 110 and / or the second terminal 130 through a wireless network or wired network.
[0074] For example, such as Figure 2As shown in section (1), a target virtual object 11 exists in the virtual environment. Optionally, a first virtual object 12 also exists in the virtual environment. The first virtual object 12 is a virtual object controlled by a first user through a first client. The target virtual object 11 and the first virtual object 12 belong to different factions, groups, or teams, and the target virtual object 11 and the first virtual object 12 can attack each other. Optionally, the target virtual object 11 and the first virtual object 12 can wear virtual equipment, such as virtual equipment used to attack virtual objects or reduce the health of virtual objects.
[0075] Optionally, a virtual crosshair 13 is displayed in the center of the virtual environment screen. When the first user adjusts the virtual environment screen to align the virtual crosshair 13 with the target virtual object 11, the target virtual object 11 will be automatically selected or aimed at. In response to the selection (or aiming) operation on the target virtual object 11, and the triggering operation on the focus fire request control 14, such as... Figure 2 As shown in section (2), a focus fire marker 15 and auxiliary information (such as the distance to the target virtual object) are displayed on (or around) the target virtual object 11. Optionally, the focus fire request control 14 is a hidden control or a triggered control, meaning it requires an additional triggering operation to be displayed, such as requiring a long press on the marker control 16 to display the focus fire request control 14 around the marker control 16. Specifically, as shown in section (2), a focus fire request control 15 and auxiliary information (such as the distance to the target virtual object) are displayed on (or around) the target virtual object 11. Figure 2 As shown in section (1), long-pressing the marker control 16 will display the following around the marker control 16: Figure 2 After the focus fire request control 14 shown in part (2) of the document, slide your finger to the left to the focus fire request control 14 to initiate a focus fire request, and synchronize the focus fire request with at least one teammate virtual object that belongs to the same faction as the first virtual object.
[0076] When at least one teammate virtual object receives a focus fire request message, such as Figure 2 As shown in section (3), a focus fire prompt message is displayed, which includes a focus fire marker 15 and auxiliary information. For example, if the first teammate virtual object 17 in at least one teammate virtual object receives a focus fire request, it will respond to the focus fire request by performing a focus fire response operation on the target virtual object 11, indicating that it will join the current focus fire. The focus fire response operation on the target virtual object 11 may be as follows: aiming at the target virtual object 11 for a preset aiming time; or, while aiming at the target virtual object 11, clicking the marker control 16.
[0077] Optionally, upon receiving a focus fire request message, the marker control 16 of at least one teammate virtual object is replaced with a focus fire request control 14 (which may be referred to as a focus fire response control); or, the marker control 16 of at least one teammate virtual object will be used to perform actions related to the focus fire request control 14, that is, the marker control 16 will be used to respond to the focus fire request.
[0078] After the first teammate virtual object 17 responds to the focus fire request, as Figure 2 As shown in section (4), a focus fire countdown control 18 is displayed for the first virtual object and the first teammate virtual object (or the first virtual object and at least one teammate virtual object). Optionally, the focus fire countdown control 18 may also display the number of at least one virtual object participating in this focus fire.
[0079] Optionally, if a new teammate virtual object joins the current focus fire if the focus fire countdown control 18 has not yet triggered an end event (or the end condition is not met), the focus fire countdown control 18 is reset, i.e., the focus fire countdown is reset. After the focus fire countdown control 18 triggers an end event, a focus fire prompt message is displayed, or the focus fire target virtual object is displayed.
[0080] Figure 3 A flowchart illustrating a control method for a virtual object provided in an exemplary embodiment of this application is shown. This method is executed by a first client, which is... Figure 1 The first client is shown in the diagram. The first client is used to control the first virtual object, or a first terminal running the first client is used to control the first virtual object. The method includes:
[0081] Step 210: Display the target virtual object in the virtual environment. The target virtual object and the first virtual object belong to different factions.
[0082] Optionally, the terminal running the first client is the first terminal. The display screen of the first terminal can display a virtual environment image, which is an image of the virtual environment captured by a camera model. The user can control the activity of the first virtual object through interactive operations with the display screen (which is a touch-enabled display screen, also known as a touch screen) or external interactive devices (such as a mouse, keyboard, electronic stylus, game controller, etc.).
[0083] Optionally, the first virtual object may also be called the master virtual object, which is a virtual object controlled by the user. In some optional embodiments, the first virtual object may be a virtual object controlled by AI. This application uses a user-controlled virtual object as an example for illustration, but it is not limited thereto.
[0084] Factions can also be referred to by other equivalent terms, such as groups, teams, or organizations. Factions are used to temporarily or permanently delineate the groups to which virtual objects belong.
[0085] For example, virtual objects in a virtual environment can be classified into at least one faction; or, virtual objects in a virtual environment can freely form temporary factions. Each faction includes at least one virtual object.
[0086] Optionally, virtual objects from different factions can attack each other; or, virtual objects from different factions can attack each other under certain conditions.
[0087] Optionally, the target virtual object is a virtual object manipulated by other users; or, the target virtual object is a virtual object controlled by AI; or, the target virtual object is a virtual object controlled by a computer program (on the terminal and / or the server).
[0088] For example, in an FPS game, virtual objects from multiple factions (or teams) attack each other in a virtual environment until only virtual objects belonging to one faction remain. The user belonging to that faction wins. In this case, the first virtual object and at least one teammate virtual object belong to the first faction, and the target virtual object belongs to the second faction. The target virtual object is either controlled by another user or controlled by AI. The first virtual object and / or at least one teammate virtual object can attack the target virtual object to defeat or eliminate it. Conversely, the target virtual object can also attack virtual objects belonging to other factions (such as the first virtual object and at least one teammate virtual object belonging to the first faction).
[0089] Alternatively, in MMO games, the target virtual object can be an NPC (Non-player Character), monster, or boss in the virtual environment. The target virtual object's action logic is pre-designed by the developers and manifests as different computer programs, such as when to release which skill to attack which virtual object. Or, the target virtual object can be an AI-controlled virtual object, where an AI model generates its action logic based on relevant information (such as its location, its own attributes, and the attributes of hostile virtual objects). Users can control a first virtual object to defeat the target virtual object and obtain corresponding rewards. Since some target virtual objects are designed to be quite powerful, a single user may find it difficult to defeat them. In this case, users can team up with other users to defeat the target virtual object (i.e., the first virtual object and at least one teammate virtual object form the first faction). Optionally, the target virtual object can belong to a different faction than any other virtual object.
[0090] Optionally, the faction of a virtual object may or may not be changeable. For example, in the MMO game example above, when only the first virtual object and the target virtual object are fighting, the first virtual object and the target virtual object belong to two different factions. If another virtual object that is not in a party with the first virtual object joins, the factions in the virtual environment change to three: one faction for the first virtual object, one faction for the target virtual object, and one faction for the newly joined virtual object. If the newly joined virtual object forms a party with the first virtual object (or changes to a party status), there are only two factions in the virtual environment: one is the faction to which the target virtual object belongs, and the other is the faction of the first virtual object and the newly joined virtual object after forming a party.
[0091] It should be noted that the "factions" in this embodiment are used to classify the groups to which virtual objects belong in a virtual environment, mainly in scenarios where virtual objects need to fight each other. Games in related technologies may have faction mechanisms, such as dividing all settings in the game into positions and creating conflict according to certain rules. This usually manifests as users' identification with and classification of various identities, values, and group positions. For example, virtual objects in the game may be divided into good, neutral, and evil factions, and users can choose to join a faction based on their own level of acceptance of each faction's ideology. However, the factions shown in this embodiment are not entirely the same as the aforementioned "good," "neutral," and "evil" factions. Regarding the faction to which the first virtual object belongs, it is more of a temporary group division method that facilitates user communication and cooperation.
[0092] Step 220: In response to the first virtual object's request for focused fire against the target virtual object, synchronize focused fire requests for at least one teammate virtual object, wherein at least one teammate virtual object belongs to the same faction as the first virtual object.
[0093] Optionally, in response to the first virtual object's concentrated fire request operation against the target virtual object, the first terminal synchronizes the concentrated fire request with the client of at least one teammate virtual object through the server.
[0094] Optionally, at least one teammate virtual object includes at least one of the following: a virtual object manipulated by a user; a virtual object controlled by AI; or a virtual object controlled by a computer program.
[0095] Optionally, a focus fire request is used to instruct a request to initiate focus fire on a target virtual object; or, a focus fire request is used to instruct a first virtual object to request a focus fire on a target virtual object; or, a focus fire request is used to instruct a first virtual object to request at least one teammate virtual object to initiate focus fire on the target virtual object. That is, a focus fire request includes at least one of the following: a target virtual object; a first virtual object; or at least one teammate virtual object. The target virtual object, the first virtual object, and the at least one teammate virtual object can be represented by a username, a user identifier, or a virtual object identifier. The user identifier is used to uniquely identify a user among multiple users; the virtual object identifier is used to uniquely identify a virtual object among multiple virtual objects. Generally, a username also serves to uniquely identify a user among multiple users.
[0096] For example, a focus fire request is used to instruct a first virtual object to request at least one teammate virtual object to initiate focus fire on a target virtual object. This can be understood as the focus fire request instructing the first virtual object to request all teammate virtual objects belonging to the same faction to initiate focus fire on the target virtual object; it can also be understood as the focus fire request instructing the first virtual object to request at least one teammate virtual object belonging to the same faction to initiate focus fire on the target virtual object. That is, if the first faction includes the first virtual object, teammate virtual object 1, teammate virtual object 2, and teammate virtual object 3; then the first virtual object, through its focus fire request operation on the target virtual object, synchronously requests focus fire on teammate virtual objects belonging to the first faction (i.e., teammate virtual object 1, teammate virtual object 2, and teammate virtual object 3); or, the first virtual object, through its focus fire request operation on the target virtual object, synchronously requests focus fire on at least one teammate virtual object belonging to the first faction (such as teammate virtual object 1).
[0097] Optionally, at least one teammate virtual object is selected by the first virtual object; or, at least one teammate virtual object is selected by the client or server, such that at least one teammate virtual object is determined by the client or server based on at least one of the location information of each virtual object in the first camp and the location information of the target virtual object.
[0098] For example, at least one teammate virtual object is determined based on the position information of each teammate virtual object in the first camp and the position information of the target virtual object, such as... Figure 4 As shown, Figure 4 This diagram illustrates the positional relationships between the virtual teammates and the target virtual object, drawn based on their respective positional information within the first team. The target virtual object 40 is represented by a triangle, while virtual teammates belonging to the first team are represented by circles. There are four virtual teammates: teammate virtual object 41, teammate virtual object 42, teammate virtual object 43, and teammate virtual object 44. If at least one virtual teammate is located within a circle 45 centered on the target virtual object and with a radius equal to the preset distance threshold, then at least one virtual teammate is either teammate virtual object 41, teammate virtual object 43, or teammate virtual object 44. In other words, at least one virtual teammate is located within a circle 45 with the target virtual object 40 as its center and the preset distance threshold as its radius.
[0099] Optionally, a teammate virtual object refers to a virtual object that is in the same faction as the first virtual object.
[0100] Step 230: Upon receiving a concentrated fire response message from one or more teammate virtual objects targeting the target virtual object, display a countdown control. The countdown control is used to indicate the time remaining until the start of this concentrated fire.
[0101] Optionally, the fire focus response information is used to indicate information about the virtual objects of teammates who have participated in this fire focus; or, the fire focus response information is used to indicate information about the virtual objects (i.e., including the first virtual object and the virtual objects of teammates who have participated in this fire focus) that have participated in this fire focus; or, the fire focus response information is used to indicate a successful match for this fire focus; or, the fire focus response information is used to indicate a successful response to this fire focus; or, the fire focus response information is used to indicate the official start of this fire focus; or, the fire focus response information is used to indicate a countdown to the start of this fire focus.
[0102] Optionally, upon receiving a concentrated fire response from a teammate's virtual object towards a target virtual object, a countdown control is displayed; and / or, upon receiving a concentrated fire response from a teammate's virtual object towards a target virtual object, concentrated fire information is displayed, which indicates relevant information about this concentrated fire, such as the start time of the concentrated fire and the countdown duration of this concentrated fire; and / or, upon receiving a concentrated fire response from a teammate's virtual object towards a target virtual object, countdown information is displayed, which indicates the countdown duration of this concentrated fire.
[0103] For example, a countdown control such as Figure 5 As shown, the countdown control is a countdown progress bar control. During the countdown, the progress bar gradually decreases from 100% to 50%, finally ending the countdown when it reaches 0%. Figure 5 As shown in part (1); or, the countdown control is a text control used to display the current countdown, from 3s to 1.5s and then to 0s to end the countdown, as shown in part (1); Figure 5 As shown in section (2) of the document. It should be noted that the countdown control can also adopt other forms of controls and other forms of countdown expressions. The embodiments of this application are only used for illustration, but are not limited thereto.
[0104] In summary, the method provided in this application embodiment achieves the focused fire process by having a first virtual object initiate a focused fire request and wait for a focused fire response from at least one of its teammate virtual objects. On one hand, the interaction of information related to focused fire is achieved through a request and response mechanism. Compared to the voice communication method in related technologies, this is visually clearer and more explicit. It can inform at least one teammate virtual object that a focused fire operation is about to be performed and indicate the target virtual object, thus facilitating adjustments to achieve the focused fire and improving communication efficiency between users. Describing focused fire-related information visually rather than verbally reduces communication costs between users. Furthermore, since users do not need to understand the focused fire-related information but directly judge it through the screen displayed on the client, it shortens the user's thinking and communication time, indirectly improving the efficiency of user control over virtual objects. On the other hand, after the teammate virtual object responds to the focused fire request, a countdown control is displayed, allowing the first virtual object and the teammate virtual object participating in the focused fire to clearly understand when to attack the target virtual object to achieve the goal of simultaneously or jointly attacking the target virtual object within a short period of time. This ensures that even in long TTK games, the target virtual object can be defeated in a short time, improving the user's experience of cooperatively defeating the target virtual object and enhancing the game's cooperative aspect.
[0105] Figure 6A flowchart illustrating a control method for a virtual object provided in an exemplary embodiment of this application is shown. This method is executed by a second client, such as... Figure 1 The second client is shown in the diagram. The second client is used to control the teammate virtual object, or a second terminal running the second client is used to control the teammate virtual object. The method includes:
[0106] Step 310: Display the target virtual object in the virtual environment. The target virtual object and the teammate virtual object belong to different factions.
[0107] Optionally, the terminal running the second client is the second terminal. The display screen of the second terminal can display a virtual environment image, which is an image of the virtual environment captured by a camera model. The user can control the activity of the first virtual object through interactive operations with the display screen (which is a touch-enabled display screen, also known as a touch screen) or external interactive devices (such as a mouse, keyboard, electronic stylus, game controller, etc.).
[0108] Optionally, the teammate virtual object is a virtual object controlled by the user; or, the teammate virtual object is a virtual object controlled by AI.
[0109] Optionally, the target virtual object and the teammate virtual object belong to different factions, while the teammate virtual object and the first virtual object belong to the same faction. For specific definitions and descriptions related to "faction," please refer to step 210 above; they will not be repeated here.
[0110] Step 320: Upon receiving a focus fire request initiated by the first virtual object, display focus fire guidance information. The focus fire guidance information is used to guide the teammate virtual objects to respond to the focus fire request.
[0111] Optionally, upon receiving a concentrated fire request initiated by the first virtual object, concentrated fire guidance information is displayed; or, upon receiving a concentrated fire request information from the first virtual object for a target virtual object, concentrated fire guidance information is displayed, wherein the concentrated fire request information is used to indicate the target virtual object for this concentrated fire, or the concentrated fire request information is used to indicate the first virtual object initiating this concentrated fire and the target virtual object for this concentrated fire.
[0112] Optionally, the fire guidance information includes at least one of the following: fire guidance text; fire marker; auxiliary information; guidance marker.
[0113] Optionally, the focus fire guidance text is used to notify teammates in text form that a focus fire request has been made, or to notify teammates that this focus fire request has been initiated. For example, the focus fire guidance text may be "'First Virtual Object' has initiated a focus fire request against 'Target Virtual Object'", "'First Virtual Object' requests focus fire on 'Target Virtual Object'", "Request focus fire", "Waiting for focus fire response", etc.
[0114] Optionally, the focus fire marker is used to indicate the target virtual object. For example, the location of the target virtual object, such as... Figure 7 As shown, a target virtual object 46 is displayed in the virtual environment, and a focus fire marker 47 is displayed on the target virtual object 46 to indicate that the focus fire target is the target virtual object 46. Optionally, the focus fire marker 47 is a highlighted marker.
[0115] Optionally, the auxiliary information is information that assists in focusing fire, such as the distance between the target virtual object and the teammate virtual object, etc. Figure 7 As shown, a target virtual object 46 is displayed in the virtual environment. In addition to the focus fire marker 47, auxiliary information 48 is also displayed on the target virtual object 46, namely the distance between the teammate virtual object and the target virtual object 46. This auxiliary information 48 is used by the teammate virtual object to determine whether to join the current focus fire. For example, if the distance between the teammate virtual object and the target virtual object is too far to effectively cause damage, the teammate virtual object will not join the current focus fire; or, the teammate virtual object will join the current focus fire after changing its position to a position that is convenient for causing damage to the target virtual object.
[0116] Optionally, the guide marker is used to instruct the teammate virtual object to determine the location of the target virtual object, or the guide marker is used to indicate the orientation of the target virtual object relative to the teammate virtual object. In some possible scenarios, the target virtual object may not exist in the virtual environment corresponding to the teammate virtual object, or the camera model corresponding to the teammate virtual object may not have captured the target virtual object. In this case, the guide marker can be used to guide the teammate virtual object to find the target virtual object. For example, such as... Figure 8 As shown in part (1), the teammate virtual object 49 is represented by a circle, and the target virtual object is represented by a pentagram; if the target virtual object 50 is located on the first side of the teammate virtual object 49 (such as in front), then as shown in part (1). Figure 8 As shown in section (2), a guide marker 51 is displayed on the first side (as above) of the virtual environment screen corresponding to the teammate virtual object 49 (or the screen displayed on the second client); if the target virtual object 52 is located on the second side (as right) of the teammate virtual object 49, then as shown in section (2). Figure 8As shown in section (2), a guide marker 53 is displayed on the second side (e.g., the right side) of the virtual environment screen corresponding to the teammate virtual object 49 (or the screen displayed on the second client); if the target virtual object 54 is located on the third side (e.g., the left side) of the teammate virtual object 49, then as shown in section (2), a guide marker 53 is displayed on the second side (e.g., the right side) of the virtual environment screen corresponding to the teammate virtual object 49. Figure 8 As shown in section (2), a guide marker 55 is displayed on the third side (e.g., the left side) of the virtual environment screen corresponding to the teammate virtual object 49 (or the screen displayed on the second client); if the target virtual object 56 is located on the fourth side (e.g., behind) of the teammate virtual object 49, then as shown in section (2), a guide marker 55 is displayed on the third side (e.g., the left side) of the virtual environment screen corresponding to the teammate virtual object 49. Figure 8 As shown in section (2), a guide marker 57 is displayed on the fourth side (as shown below) of the virtual environment screen corresponding to the teammate virtual object 49 (or the screen displayed on the second client). That is, the guide marker is used to indicate the orientation of the target virtual object relative to the teammate virtual object in the virtual environment.
[0117] Step 330: In response to the teammate's virtual object's concentrated fire response to the target virtual object, display a countdown control. The countdown control is used to indicate the time remaining until the start of this concentrated fire.
[0118] Optionally, in response to a teammate's virtual object's focused fire response to a target virtual object, the second client synchronizes the focused fire response with the first virtual object and / or at least one teammate virtual object. Alternatively, in response to a teammate's virtual object's focused fire response to a target virtual object, the second client synchronizes the focused fire response with the first virtual object and / or at least one teammate virtual object via the server.
[0119] For example, in response to the concentrated fire response operation of the first teammate virtual object against the target virtual object, a synchronized concentrated fire response is initiated to the first virtual object and other teammate virtual objects among at least one teammate virtual object besides the first teammate virtual object; or, in response to the concentrated fire response operation of the first teammate virtual object against the target virtual object, a synchronized concentrated fire response is initiated to at least one virtual object besides the first teammate virtual object that has participated in this concentrated fire; or, in response to the concentrated fire response operation of the first teammate virtual object against the target virtual object, a synchronized concentrated fire response is initiated to the first virtual object and at least one teammate virtual object; or, in response to the concentrated fire response operation of the first teammate virtual object against the target virtual object, a synchronized concentrated fire response is initiated to at least one virtual object that has participated in this concentrated fire. Wherein, the at least one virtual object that has participated in this concentrated fire includes the first virtual object and one or more teammate virtual objects.
[0120] Optionally, the teammate virtual object's focus fire response is used to indicate that the teammate virtual object will participate in this focus fire; or, the teammate virtual object's focus fire response is used to indicate whether the teammate virtual object will participate in this focus fire.
[0121] In summary, the method provided in this application embodiment involves a teammate virtual object responding to a focus-fire request initiated by a first virtual object, thereby realizing the focus-fire response process. On one hand, the interaction of information related to focus-fire is achieved through a request-response method. Compared to the voice communication method in related technologies, the visual approach is clearer and more explicit. It can inform at least one teammate virtual object that a focus-fire operation is about to be performed and indicate the target virtual object, facilitating adjustments to achieve the focus-fire. This improves communication efficiency between users. Describing focus-fire related information visually rather than verbally reduces communication costs between users. Furthermore, since users do not need to understand the focus-fire related information but directly judge it through the screen displayed on the client, it shortens user thinking and communication time, indirectly improving the efficiency of user control over virtual objects. On the other hand, after the teammate virtual object responds to the focus-fire request, a countdown control is displayed, allowing the first virtual object and the teammate virtual object participating in the focus-fire to clearly understand when to attack the target virtual object to achieve the goal of simultaneously or jointly attacking the target virtual object within a short period. This ensures that even in long TTK games, the target virtual object can be defeated in a short time, improving the user experience of cooperatively defeating the target virtual object and enhancing the game's cooperative aspect.
[0122] Figure 9 A flowchart illustrating a method for controlling a virtual object according to an exemplary embodiment of this application is shown. This method is executed by a server, which is... Figure 1 The server is shown in the image. The method includes:
[0123] Step 410: Receive the first virtual object's request for concentrated fire against the target virtual object. The first virtual object and the target virtual object belong to different factions.
[0124] Optionally, a focus fire request is used to instruct a request to initiate focus fire on a target virtual object; or, a focus fire request is used to instruct a first virtual object to request a focus fire on a target virtual object; or, a focus fire request is used to instruct a first virtual object to request at least one teammate virtual object to initiate focus fire on the target virtual object. That is, a focus fire request includes at least one of the following: a target virtual object; a first virtual object; or at least one teammate virtual object. The target virtual object, the first virtual object, and the at least one teammate virtual object can be represented by a username, a user identifier, or a virtual object identifier. The user identifier is used to uniquely identify a user among multiple users; the virtual object identifier is used to uniquely identify a virtual object among multiple virtual objects. Generally, a username also serves to uniquely identify a user among multiple users.
[0125] Optionally, at least one teammate virtual object is selected by the first virtual object; or, at least one teammate virtual object is selected by the client or server, such that at least one teammate virtual object is determined by the client or server based on at least one of the position information of each virtual object in the first team and the position information of the target virtual object. Specifically, the process of determining at least one teammate virtual object based on the position information of each virtual object and the position information of the target virtual object can be referred to the above-described method. Figure 4 The relevant details will not be elaborated upon here.
[0126] Step 420: Based on the focus fire request, send focus fire request information to at least one teammate virtual object. The focus fire request information is used to instruct the first virtual object to initiate a focus fire request against the target virtual object. The first virtual object and at least one teammate virtual object belong to the same faction.
[0127] Optionally, the fire request information is used to indicate the target virtual object of this fire, or the fire request information is used to indicate the first virtual object that initiates this fire and the target virtual object of this fire.
[0128] Optionally, the server generates a focus fire request message based on the focus fire request and sends the focus fire request message to at least one teammate virtual object.
[0129] Step 430: Receive the focused fire response from one or more teammate virtual objects.
[0130] Optionally, the concentrated fire response information of one or more teammate virtual objects is received simultaneously; or, the concentrated fire response information of one or more teammate virtual objects is received sequentially.
[0131] Optionally, the teammate virtual object's focus fire response is used to indicate that the teammate virtual object will participate in this focus fire; or, the teammate virtual object's focus fire response is used to indicate whether the teammate virtual object will participate in this focus fire.
[0132] Step 440: Based on one or more focused fire responses, send focused fire response information to the first virtual object and / or at least one teammate virtual object. The focused fire response information is used to indicate information in response to a focused fire request against the target virtual object.
[0133] Optionally, the fire focus response information is used to indicate information about the virtual objects of teammates who have participated in this fire focus; or, the fire focus response information is used to indicate information about the virtual objects (i.e., including the first virtual object and the virtual objects of teammates who have participated in this fire focus) that have participated in this fire focus; or, the fire focus response information is used to indicate a successful match for this fire focus; or, the fire focus response information is used to indicate a successful response to this fire focus; or, the fire focus response information is used to indicate the official start of this fire focus; or, the fire focus response information is used to indicate a countdown to the start of this fire focus.
[0134] For example, after receiving a concentrated fire request from a first virtual object against a target virtual object, the server initializes concentrated fire response information, or generates concentrated fire response information. The initialized concentrated fire response information is used to indicate that at least one virtual object participating in this concentrated fire includes the first virtual object.
[0135] For example, each time the server receives a focused fire response from a teammate virtual object targeting a target virtual object, it updates the focused fire response information. If the focused fire response indicates that the teammate virtual object will participate in the focused fire, then the teammate virtual object is added to the list of at least one virtual object already participating in the focused fire as indicated in the focused fire response information; if the focused fire response indicates that the teammate virtual object will not participate in the focused fire, then if the focused fire response indicates that the teammate virtual object will participate in the focused fire, then the teammate virtual object is added to the list of at least one virtual object already participating in the focused fire as indicated in the focused fire response information; if the focused fire response indicates that the teammate virtual object will not participate in the focused fire, the focused fire response information is not updated.
[0136] Optionally, if the focus fire response information is updated, the updated focus fire response information is sent to the first virtual object and / or at least one teammate virtual object.
[0137] Optionally, based on one or more concentrated fire responses, concentrated fire response information is sent to the first virtual object and / or at least one teammate virtual object; or, based on one or more concentrated fire responses, concentrated fire response information is sent to at least one virtual object that has participated in this concentrated fire, wherein the at least one virtual object that has participated in this concentrated fire includes the first virtual object and one or more teammate virtual objects.
[0138] In summary, the method provided in this application embodiment involves a server handling the requests and responses between the first client and the second client regarding the current focus fire, thereby supporting the first client and the second client to implement the focus fire through focus fire requests and responses. On one hand, the interaction of information related to focus fire via requests and responses is clearer and more explicit than the voice communication method used in related technologies. It can inform at least one teammate virtual object that a focus fire operation is about to be performed, and also indicate the target virtual object for the focus fire, facilitating adjustments to achieve the focus fire. This improves communication efficiency between users. Describing focus fire-related information visually rather than verbally reduces communication costs between users. Furthermore, since users do not need to understand focus fire-related information but directly judge it through the screen displayed on the client, it shortens user thinking and communication time, indirectly improving the efficiency of user control over virtual objects. On the other hand, after the teammate virtual object responds to the focus fire request, a countdown control is displayed, so that the first virtual object participating in the focus fire and the teammate virtual object can clearly know when to attack the target virtual object in order to achieve the purpose of attacking the target virtual object simultaneously or in a short period of time. This ensures that the target virtual object can be defeated in a short time even in long TTK games, which is conducive to improving the user's experience of cooperating to defeat the target virtual object and improving the cooperation of the game.
[0139] The specific behaviors of each client will be explained below.
[0140] 1. Display the identifier of at least one virtual object that has participated in this concentrated attack.
[0141] For the first client, based on Figure 3 In an alternative embodiment, such as Figure 10 As shown, step 230 can be implemented as step 231.
[0142] Step 231: Upon receiving a concentrated fire response message from one or more teammate virtual objects targeting the target virtual object, display a countdown control and the identifier of at least one virtual object that has participated in this concentrated fire.
[0143] Optionally, at least one virtual object that has participated in this concentrated fire includes a first virtual object and one or more teammate virtual objects.
[0144] Optionally, the identifier of at least one virtual object that has participated in this concentrated attack is the username corresponding to at least one virtual object; or, the number of at least one virtual object in its corresponding faction; or, the user avatar corresponding to at least one virtual object; or, the avatar of at least one virtual object.
[0145] For example, the username is the username used by the user controlling the virtual object. Alternatively, if the number of virtual objects in a faction is finite, each virtual object belonging to that faction will have a unique identifier (i.e., a number) within that faction. Typically, the numbers within a faction start from 1 and increment sequentially. This number is assigned based on the time the virtual object joined the faction; for example, the first virtual object to join the faction has number 1, the second has number 2, and so on, with the nth virtual object having number n. Furthermore, this number can also be assigned by the user, such as by the faction leader (e.g., the captain) assigning numbers to each virtual object in the faction; or, the number can be automatically assigned by the server or client. Alternatively, the user avatar is the avatar used by the user controlling the virtual object. Alternatively, a virtual object's avatar refers to the image set by the user or developer for that virtual object. In some games, the virtual object controlled by the user can be different in each game. That is, the user can choose different virtual objects before entering a game, instead of using the virtual object bound to the user's account. In this case, the developer will set different background stories, personalities, attack methods, lines, appearances, avatars, etc. for each virtual object. In some games, the developer will set multiple avatars for a virtual object, and the user can choose freely.
[0146] In some embodiments, the above-mentioned display of a countdown control and the identifier of at least one virtual object that has participated in the current concentrated fire when receiving concentrated fire response information from one or more teammate virtual objects against the target virtual object includes: displaying a countdown control and the identifier of at least one virtual object that has participated in the current concentrated fire when the received concentrated fire response information from one or more teammate virtual objects against the target virtual object meets the concentrated fire conditions; wherein, the concentrated fire conditions include at least one of the following: the number of virtual objects that have participated in the current concentrated fire is greater than or equal to a first preset threshold; the concentrated fire success rate of the current concentrated fire is greater than or equal to a second preset threshold, and the concentrated fire success rate of the current concentrated fire is used to indicate the success rate of defeating the target virtual object within a preset concentrated fire time.
[0147] For example, the concentrated fire response information is used to indicate the virtual objects that have participated in this concentrated fire. If the number of virtual objects that have participated in this concentrated fire is greater than or equal to a first preset threshold, the concentrated fire response information is considered to meet the concentrated fire conditions; if the number of virtual objects that have participated in this concentrated fire is less than the first preset threshold, the concentrated fire response information is considered not to meet the concentrated fire conditions.
[0148] For example, the concentrated fire response information can also be used to indicate the success rate of this concentrated fire, or the first client can calculate the success rate of this concentrated fire based on the concentrated fire response information. The specific calculation method for the success rate of this concentrated fire can be referred to "4. Displaying the Success Rate of This Concentration Fire" below, and will not be repeated here. If the success rate of this concentrated fire is greater than or equal to the second preset threshold, the concentrated fire response information is considered to meet the concentrated fire conditions; if the number of virtual objects participating in this concentrated fire is less than the second preset threshold, the concentrated fire response information is considered not to meet the concentrated fire conditions.
[0149] Optionally, the first preset threshold and / or the second preset threshold are preset by the developer; or, are preset by the initiator of the concentrated fire request (i.e., the first virtual object).
[0150] Optionally, the success rate of this concentrated fire is used to indicate the success rate of defeating the target virtual object within a preset concentrated fire time. For example, the success rate of this concentrated fire is a percentage, such as 99.99%, 50%, etc.; or, the success rate of this concentrated fire is a phased indication, such as high, medium, low, very low, etc.
[0151] Optionally, if the received concentrated fire response information from one or more teammate virtual objects targeting the target virtual object does not meet the concentrated fire conditions, the system continues to wait to receive concentrated fire response information; if the waiting time for the concentrated fire request is greater than or equal to the response validity period, the concentrated fire request is determined to have failed, and a concentrated fire failure message is displayed. The response validity period is used to indicate the valid duration of the concentrated fire request. The waiting time for the concentrated fire request starts from the trigger time of the concentrated fire request operation of the first virtual object targeting the target virtual object, or, the waiting time for the concentrated fire request starts from the time the server receives the concentrated fire request, or, the waiting time for the concentrated fire request starts from the time the second client receives the concentrated fire request information.
[0152] In summary, the method provided in this application, while displaying the countdown control, also displays the identifiers of at least one virtual object participating in the current concentrated attack. This allows the at least one virtual object participating in the current concentrated attack to not only know that the countdown to the current concentrated attack has successfully started, but also to know which virtual objects belonging to the same faction have participated in the current concentrated attack. This avoids the statistical and command confusion that can easily occur with related technologies that rely on voice or text counting to count the at least one virtual object participating in the current concentrated attack. It improves the efficiency and accuracy of information acquisition for users, making it easier for users to obtain information related to the current concentrated attack, thereby facilitating tactical coordination based on this information and improving the efficiency of user communication. Furthermore, the use of intuitive visual cues to represent the at least one virtual object participating in the current concentrated attack enhances the user experience.
[0153] Furthermore, a method is shown for determining whether a concentrated fire response meets the concentrated fire conditions based on the concentrated fire response information. The countdown for this concentrated fire only begins when the concentrated fire conditions are met. That is, the countdown for this concentrated fire only begins, or the concentrated fire response is considered successful, if at least one virtual object has participated in the concentrated fire, or if the success rate of the concentrated fire is high enough. This ensures that the concentrated fire can gather enough forces or achieve the goal of quickly defeating the target virtual object. Moreover, having the client or server determine whether to start the concentrated fire countdown reduces the need for human intervention compared to related technologies where the user makes the decision and commands, thereby reducing the risk of operational errors.
[0154] For at least one or more of the second clients (i.e., the second clients responding to the concentrated fire request), based on Figure 6 In an alternative embodiment, such as Figure 11 As shown, step 330 above can be implemented as step 331.
[0155] Step 331: In response to a teammate's virtual object's concentrated fire response to the target virtual object, display a countdown control and the identifier of at least one virtual object that has participated in this concentrated fire.
[0156] Optionally, at least one virtual object that has participated in this concentrated fire includes a first virtual object and one or more teammate virtual objects.
[0157] Optionally, the identifier of at least one virtual object participating in this concentrated attack can be the username corresponding to at least one virtual object; or, the number of at least one virtual object in its corresponding faction; or, the avatar of the user corresponding to at least one virtual object; or, the avatar of at least one virtual object. Specifically, the relevant information of the identifier of at least one virtual object can be referred to the content shown in step 231 above, and will not be repeated here.
[0158] In some embodiments, the above-mentioned response to a teammate's virtual object's concentrated fire response to a target virtual object, displaying a countdown control and the identifier of at least one virtual object that has participated in the concentrated fire, includes: in response to a teammate's virtual object's concentrated fire response to a target virtual object, sending a concentrated fire response, the concentrated fire response being used to generate concentrated fire response information; and displaying a countdown control and the identifier of at least one virtual object that has participated in the concentrated fire when the concentrated fire response information meets the concentrated fire conditions; wherein, the concentrated fire conditions include at least one of the following: the number of virtual objects participating in the concentrated fire is greater than or equal to a first preset threshold; the concentrated fire success rate of the concentrated fire is greater than or equal to a second preset threshold, the concentrated fire success rate of the concentrated fire being used to indicate the success rate of defeating the target virtual object within a preset concentrated fire time.
[0159] Optionally, the focus fire response is used by the server to generate focus fire response information based on the focus fire response. The focus fire response information is used to indicate information about the teammate virtual objects that have participated in this focus fire; or, the focus fire response information is used to indicate information about the virtual objects that have participated in this focus fire (i.e., including the first virtual object and the teammate virtual objects that have participated in this focus fire); or, the focus fire response information is used to indicate a successful match for this focus fire; or, the focus fire response information is used to indicate a successful response to this focus fire; or, the focus fire response information is used to indicate the official start of this focus fire; or, the focus fire response information is used to indicate a countdown to the upcoming start of this focus fire.
[0160] Optionally, the second client receives a concentrated fire response information sent by the server, which is updated based on the concentrated fire response sent by the second client; or, the concentrated fire response information is updated based on the concentrated fire response sent by other teammate virtual objects.
[0161] Specifically, the method for determining whether the concentrated fire response information meets the concentrated fire conditions can be found in step 231 above, and will not be repeated here.
[0162] In summary, the method provided in this application, while displaying the countdown control, also displays the identifiers of at least one virtual object participating in the current concentrated attack. This allows the at least one virtual object participating in the current concentrated attack to not only know that the countdown to the current concentrated attack has successfully started, but also to know which virtual objects belonging to the same faction have participated in the current concentrated attack. This avoids the statistical and command confusion that can easily occur with related technologies that rely on voice or text counting to count the at least one virtual object participating in the current concentrated attack. It improves the efficiency and accuracy of information acquisition for users, making it easier for users to obtain information related to the current concentrated attack, thereby facilitating tactical coordination based on this information and improving the efficiency of user communication. Furthermore, the use of intuitive visual cues to represent the at least one virtual object participating in the current concentrated attack enhances the user experience.
[0163] Furthermore, a method is shown for determining whether a concentrated fire response meets the concentrated fire conditions based on the concentrated fire response information. The countdown for this concentrated fire only begins when the concentrated fire conditions are met. That is, the countdown for this concentrated fire only begins, or the concentrated fire response is considered successful, if at least one virtual object has participated in the concentrated fire, or if the success rate of the concentrated fire is high enough. This ensures that the concentrated fire can gather enough forces or achieve the goal of quickly defeating the target virtual object. Moreover, having the client or server determine whether to start the concentrated fire countdown reduces the need for human intervention compared to related technologies where the user makes the decision and commands, thereby reducing the risk of operational errors.
[0164] 2. Operation methods for requesting concentrated fire and / or responding to concentrated fire.
[0165] For the first client (focused attack request operation):
[0166] In some embodiments, a concentrated fire request is determined in response to an aiming operation on a target virtual object and a triggering operation on a concentrated fire request control; or, a concentrated fire request is determined in response to a selection operation on a target virtual object and a triggering operation on a concentrated fire request control; or, a concentrated fire request is determined in response to an aiming duration on a target virtual object reaching a preset aiming time and a triggering operation on a concentrated fire request control.
[0167] Optionally, a virtual crosshair is displayed on the first client's screen. Aiming at a target virtual object refers to moving the virtual crosshair onto the target virtual object; in other words, aiming at a target virtual object means keeping the virtual crosshair on the target virtual object displayed in the virtual environment on the screen. The virtual crosshair is usually designed and added to the game by the developers to assist the user in aiming at the target virtual object. Typically, the virtual crosshair is located in the center of the screen, or slightly below the center of the screen.
[0168] Optionally, the fire request control can be a button; or, the fire request control can be a sound trigger (or voice control); or, the fire request control can be a gesture control. That is, the triggering operations for the fire request control include, but are not limited to: click operations, long press operations, swipe operations, touch operations, button operations, gesture operations, voice control operations, action control operations, and free combinations of at least two of the above operations.
[0169] Keypad operation refers to triggering the fire request control via physical buttons on a keyboard, mouse, gamepad, etc. Gesture operation refers to a combination of actions such as swiping, clicking, and long-pressing with one or more fingers on a touchscreen or touchpad, such as pinching with two fingers or swiping down with three fingers. It should be noted that gesture operation can also be air gesture, where the user's hand movements are captured by the terminal's camera. Voice control operation refers to triggering the fire request control via voice commands. For example, after aiming at a virtual object, the user can initiate a fire request by saying "fire target." Motion control operation refers to triggering the fire request control through user actions. This involves capturing or recognizing user actions through the terminal's gyroscope, motion sensors attached to the terminal, or actions detected by the terminal's camera, and then determining whether to trigger the fire request control based on the user's actions.
[0170] It should be noted that the aforementioned concentrated fire request control can be a virtual control displayed on the screen or a hidden virtual control. A hidden virtual control can be triggered to appear, or it can remain hidden at all times.
[0171] Optionally, the selection operation for the target virtual object can be achieved through at least one or a combination of operations selected from click, long press, swipe, touch, button, gesture, voice control, and motion control. For example, clicking on the target virtual object located in the virtual environment on the display screen achieves the selection operation for the target virtual object.
[0172] Optionally, the aiming duration for the target virtual object is the duration of the aiming operation for the target virtual object. The preset aiming time is a time set by the developer or a time set by the user. In some embodiments, when the aiming duration for the target virtual object reaches the preset aiming time, it can be considered as a selection operation for the target virtual object.
[0173] In summary, the method provided in this application embodiment demonstrates a triggering method for a concentrated fire request operation. By aiming at or selecting a target virtual object and then triggering the concentrated fire request control, a concentrated fire request can be initiated quickly, enabling users to make rapid concentrated fire decisions. Furthermore, the concentrated fire request will be synchronized to at least one teammate virtual object. This method reduces the delay caused by communication methods such as voice and text, allowing at least one teammate virtual object to respond more efficiently to battlefield changes and enemy actions, thereby improving overall combat efficiency.
[0174] For the second client (focused fire response operation):
[0175] Optionally, a concentrated fire request is determined in response to the aiming duration of the target virtual object reaching a preset aiming time; or, a concentrated fire request is determined in response to the aiming operation of the target virtual object and the triggering operation of the concentrated fire response control; or, a concentrated fire request is determined in response to the aiming duration of the target virtual object reaching a preset aiming time and the triggering operation of the concentrated fire response control.
[0176] Optionally, a virtual crosshair is displayed on the first client's screen. Aiming at a target virtual object refers to moving the virtual crosshair onto the target virtual object; in other words, aiming at a target virtual object means keeping the virtual crosshair on the target virtual object displayed in the virtual environment on the screen. The virtual crosshair is usually designed and added to the game by the developers to assist the user in aiming at the target virtual object. Typically, the virtual crosshair is located in the center of the screen, or slightly below the center of the screen.
[0177] Optionally, the concentrated fire response control can be a button; or, it can be a sound trigger (or voice control); or, it can be a gesture control. That is, the triggering operations for the concentrated fire response control include, but are not limited to: click operations, long press operations, swipe operations, touch operations, button operations, gesture operations, voice control operations, action control operations, and free combinations of at least two of the above operations. Specifically, the triggering operations for the concentrated fire response control can be referred to the triggering operations for the concentrated fire request control in the above-mentioned "For the First Client (Concentrated Fire Request Operation)," which will not be repeated here.
[0178] Optionally, the selection operation for the target virtual object can be achieved through at least one or a combination of operations selected from click, long press, swipe, touch, button, gesture, voice control, and motion control. For example, clicking on the target virtual object located in the virtual environment on the display screen achieves the selection operation for the target virtual object.
[0179] Optionally, the aiming duration for the target virtual object is the duration of the aiming operation for the target virtual object. The preset aiming time is a time set by the developer or a time set by the user. In some embodiments, when the aiming duration for the target virtual object reaches the preset aiming time, it can be considered as a selection operation for the target virtual object.
[0180] In summary, the method provided in this application embodiment demonstrates a triggering method for concentrated fire response operations, which enables rapid concentrated fire response. This method reduces the delay caused by communication methods such as voice and text, avoids delays in attack timing due to unclear communication in voice or text, and improves the efficiency of user interaction based on concentrated fire.
[0181] After the activation of this concentrated attack is confirmed, some related information can also be determined. This information needs to be determined for at least one virtual object participating in this concentrated attack. Therefore, the following explanation will not be provided separately for the first client and the second client.
[0182] 3. Virtual object information.
[0183] Optionally, the virtual object information includes at least one of the following: virtual equipment information; virtual object attribute information; virtual object location information.
[0184] Among them, virtual equipment information is used to indicate the virtual equipment worn by the virtual object; virtual object attribute information is used to indicate the attributes of the virtual object; and virtual object location information is used to indicate the location of the virtual object in the virtual environment.
[0185] Optionally, virtual objects can wear virtual equipment, which is used to enhance the attributes of virtual objects and change their attack methods. Virtual equipment also allows virtual objects to use it to attack other virtual objects or virtual entities. Virtual equipment information refers to information indicating the virtual equipment worn by the virtual object, such as the equipment's attack capabilities, defense capabilities, attack speed, and attack range.
[0186] Optionally, virtual objects have quantifiable attributes, which form the basis of various gameplay elements. Taking an FPS game as an example, all virtual objects initially entering the virtual environment have the same attributes (such as health, attack power, defense, etc.). Users can control virtual objects to collect virtual equipment in the virtual environment to arm them, improve their competitiveness, and thus control them to fight against other virtual objects to win the game.
[0187] Optionally, the attribute information of the virtual object is the attribute of the virtual object itself, or the attribute information of the virtual object is the attribute of the virtual object itself and the attribute obtained based on the virtual equipment.
[0188] Optionally, the position information of a virtual object refers to its absolute position in the virtual environment, that is, there is a world coordinate system in the virtual environment, and the position information of the virtual object is its three-dimensional coordinates in this world coordinate system; or, the position information of a virtual object refers to its relative position relative to a reference point. For example, the position information of at least one virtual object that has participated in this concentrated fire shown in the embodiments of this application can be set as its relative position relative to the target virtual object. The relative position includes: relative distance; orientation.
[0189] In some embodiments, the damage caused by virtual equipment is affected by distance. For example, damage may be inversely proportional to distance; the smaller the relative distance between the first virtual object and the target virtual object, the greater the damage caused by the first virtual object using virtual equipment on the target virtual object; conversely, the greater the relative distance between the first virtual object and the target virtual object, the smaller the damage caused by the first virtual object using virtual equipment on the target virtual object. Alternatively, damage may be directly proportional to distance. Or, within a first distance threshold, damage is directly proportional to distance; outside the first distance threshold, damage is inversely proportional to distance; outside the first distance threshold, damage is directly proportional to distance. And so on.
[0190] Optionally, based on the virtual object information of the target virtual object and the virtual object information of at least one virtual object that has participated in this concentrated fire, recommended points or recommended ranges are displayed. Recommended points are used to indicate locations where the damage caused to the target virtual object is greater than or equal to a damage threshold, and recommended ranges are used to indicate the range within which the damage caused to the target virtual object is greater than or equal to a damage threshold.
[0191] For example, for at least one virtual object participating in the current concentrated attack, if the virtual equipment equipped by the virtual object satisfies the condition that damage is proportional to distance within a first distance threshold and inversely proportional to distance outside the first distance threshold, a recommended point or area is displayed. This recommended point is located on the boundary corresponding to the first distance threshold, and the recommended area is the boundary range corresponding to the first distance threshold. In other words, this recommends a location or range where the virtual equipment can exert maximum power for the virtual object. Optionally, the recommended point is the point on the boundary corresponding to the first distance threshold that is closest to the current position of the virtual object; that is, the recommended point is the point within the recommended area that is closest to the current position of the virtual object. By displaying recommended points or ranges to at least one virtual object participating in the current concentrated attack, the virtual object can inflict maximum damage, thereby maximizing the achievement of the concentrated attack objective. The sense of accomplishment from achieving the objective can increase the user's enthusiasm for using the concentrated attack function. Furthermore, by calculating the recommended points or ranges through the client or server, the difficulty of instantly defeating the target virtual object during the concentrated attack can be reduced, thus lowering the user's operational difficulty.
[0192] In summary, the method provided in this application embodiment illustrates the content included in the virtual object information. The virtual object information can be used to determine the success rate of the current concentrated fire, the countdown time, etc., which helps to facilitate information judgment in the concentrated fire request and concentrated fire response process.
[0193] 4. Displays the success rate of this concentrated fire attack.
[0194] For the first client and / or the second client:
[0195] Optionally, the success rate of this concentrated fire is displayed based on at least one of the virtual object information of the target virtual object and the virtual object information of at least one virtual object that has participated in this concentrated fire. The success rate of this concentrated fire is used to indicate the success rate of defeating the target virtual object within a preset concentrated fire time.
[0196] For example, the success rate of the concentrated fire attack is calculated based on the virtual object information of the target virtual object and the virtual object information of at least one virtual object participating in the concentrated fire attack. For instance, the target virtual object has a defense of 100 and health of 500; the at least one virtual object participating in the concentrated fire attack includes three virtual objects: Virtual Object 1, Virtual Object 2, and Virtual Object 3. Virtual Object 1 has an attack power of 150, Virtual Object 2 has an attack power of 50, and Virtual Object 3 has an attack power of 200. The final damage is calculated using the formula: Attack Power - Defense Power. If the attack power is less than or equal to the defense power, only 1 point of forced damage can be dealt. Assuming the attack interval of virtual object 1, virtual object 2, and virtual object 3 is 1 second, if virtual object 1 attacks the target virtual object alone, it will take 500 / (150-100) = 10 seconds to defeat the target virtual object. If virtual object 2 attacks the target virtual object alone, it will take 500 / 1 = 500 seconds to defeat the target virtual object. If virtual object 3 attacks the target virtual object alone, it will take 500 / (200-100) = 5 seconds to defeat the target virtual object. If virtual object 1, virtual object 2, and virtual object 3 attack the target virtual object together, each attack will deal 50 + 1 + 100 = 151 damage, and it will only take 500 / 151 ≈ 3.3 seconds to defeat the target virtual object. If the success rate of this focused attack is 1 - (shortest defeat time / preset focused attack time), then in the above example, if the preset focused attack time is 5 seconds, the success rate of this focused attack is 1 - 3.3 / 5 = 34%. It should be noted that the above-described success rate and damage calculation method for this concentrated fire are for illustrative purposes only, and the scope of protection of this application embodiment is not limited thereto. Furthermore, the success rate of this concentrated fire is only a theoretical success rate, primarily used to theoretically indicate the success rate of defeating the target virtual object within a preset concentrated fire time based on relevant numerical values. In reality, depending on the capabilities of at least one virtual object participating in this concentrated fire, the actual success rate may be higher or lower than the calculated success rate of this concentrated fire.
[0197] Optionally, the first virtual object can choose to continue focusing fire or abandon it based on the displayed success rate of the current focus fire. That is, for the first client, in response to a cancellation operation for the current focus fire, it synchronizes the focus fire cancellation information to at least one teammate virtual object that has participated in the current focus fire; and cancels the display of at least one of the countdown control and the focus fire marker. For the second client, in response to receiving the focus fire cancellation information, it cancels the current focus fire; and cancels the display of at least one of the countdown control and the focus fire marker.
[0198] Optionally, after the first virtual object triggers the concentrated fire request against the target virtual object, the concentrated fire success rate of this concentrated fire is displayed for the first virtual object or a teammate virtual object belonging to the same faction as the first virtual object; or, if the concentrated fire response information meets the concentrated fire conditions, the concentrated fire success rate of this concentrated fire is displayed.
[0199] Optionally, the success rate of the concentrated fire in this instance can also be calculated by the server and sent to the first client and / or the second client, as shown below.
[0200] For servers:
[0201] Optionally, the success rate of this concentrated fire is calculated based on at least one of the virtual object information of the target virtual object and the virtual object information of at least one virtual object that has participated in this concentrated fire; the success rate of this concentrated fire is sent to the first virtual object and / or at least one teammate virtual object; the success rate of this concentrated fire is used to indicate the success rate of defeating the target virtual object within a preset concentrated fire time.
[0202] Specifically, the calculation method for the success rate of this concentrated fire can be found in the method shown in "4. Displaying the success rate of this concentrated fire" for "for the first client and / or the second client" above, and will not be repeated here.
[0203] In summary, the method provided in this application displays the success rate of the current focused fire during the request and / or response process. On one hand, the success rate increases with the number of at least one virtual object participating in the focused fire, allowing participating virtual objects to experience a sense of accomplishment and encouraging active participation in teamwork, thus enhancing the team aspect of the game. On the other hand, it facilitates the decision of at least one participating virtual object to continue focusing fire on the target or abandon the focused fire based on the current success rate. Visualized reference information facilitates the commander's overall control of the focused fire operation, improving the efficiency of user interaction based on focused fire.
[0204] 5. Display the countdown duration of the countdown control.
[0205] For the first client and / or the second client:
[0206] Optionally, the countdown duration of the countdown control is determined based on at least one of the virtual object information of the target virtual object and the virtual object information of at least one virtual object that has participated in this concentrated fire.
[0207] Optionally, the first client determines the countdown duration of the countdown control corresponding to the first virtual object based on at least one of the virtual object information of the target virtual object and the virtual object information of the first virtual object; and / or, the second client determines the countdown duration of the countdown control corresponding to the first teammate virtual object based on at least one of the virtual object information of the target virtual object and the virtual object information of the first teammate virtual object; the first teammate virtual object is one of at least one virtual object participating in this concentrated attack. That is, for different virtual objects participating in this concentrated attack, the countdown duration of different countdown controls is determined according to at least one of their virtual object information and the virtual object information of the target virtual object, so that at least one virtual object participating in this concentrated attack can hit the target virtual object at the same time or within the same time threshold, achieving the purpose of instantly defeating the target virtual object.
[0208] For example, the countdown duration of the countdown control is determined based on the virtual object information of at least one virtual object involved in this concentrated attack. The countdown duration indicates the time remaining since the start of this concentrated attack. Due to limitations imposed by the attack methods (such as attack distance and attack speed) used by the at least one virtual object participating in this concentrated attack, even if the distance between at least one virtual object and the target virtual object is equal, the timing at which each virtual object inflicts damage on the target virtual object will differ. Furthermore, for attacks with the same flight speed, the timing at which virtual objects at different locations inflict damage on the target virtual object will also differ. To ensure that at least one virtual object inflicts damage on the target virtual object at the same time or within a time threshold, different countdown durations can be set for different virtual objects, even if different virtual objects begin their attacks at different times, to guarantee that the attacks land on the target virtual object at the same time or within a time threshold.
[0209] For example, the virtual object information of at least one virtual object participating in this concentrated attack includes virtual equipment information. The virtual equipment information includes a virtual equipment coefficient, which indicates the time from the start of the attack to the generation of damage, or the time from the virtual equipment triggering an attack to damaging the target virtual object, or the time from the virtual equipment triggering an attack to hitting the target virtual object. The countdown duration of the countdown control is equal to the product of the base duration and the virtual equipment coefficient. A larger virtual equipment coefficient indicates a shorter time from the start of the attack to the generation of damage to the target virtual object, and therefore a longer countdown duration, meaning the attack starts later. Conversely, a smaller virtual equipment coefficient indicates a longer time from the start of the attack to the generation of damage to the target virtual object, and therefore a shorter countdown duration, meaning the attack starts earlier. For example, with a base duration of 2 seconds, the final countdown duration is equal to the product of the base duration and the firing speed coefficient of the virtual weapon (i.e., the virtual weapon coefficient). That is, if the firing speed coefficient of the virtual weapon currently equipped by the first virtual object is 0.5, then its final countdown duration is 2s × 0.5 = 1s; if the firing speed coefficient of the virtual weapon currently equipped by the first teammate virtual object is 1, then its final countdown duration is 2s × 1 = 2s. The faster (or higher) the firing speed of the virtual weapon, the smaller its corresponding firing speed coefficient.
[0210] For example, the virtual object information of at least one virtual object participating in this concentrated attack includes the virtual object's position information, which is a relative position; or, the virtual object attributes of at least one virtual object participating in this concentrated attack include the virtual object's position information, which is an absolute position, and the virtual object information based on the target virtual object also includes the virtual object's position information, which is also an absolute position; the relative position of at least one virtual object participating in this concentrated attack can be calculated based on the absolute positions of the at least one virtual object participating in this concentrated attack and the absolute position of the target virtual object. The relative position is used to determine the countdown difference. For example, when the relative position belongs to the first position interval, the countdown difference is -0.5s; when the relative position belongs to the second position interval, the countdown difference is 0s; when the relative position belongs to the third position interval, the countdown difference is 0.5s. The relationship between the first position interval, the second position interval, and the third position interval is: first position interval > second position interval > third position interval. Wherein, the first position interval being greater than the second position interval means that the left endpoint of the first position interval is greater than the right endpoint of the second position interval; the second position interval being greater than the third position interval means that the left endpoint of the second position interval is greater than the right endpoint of the third position interval. At this point, the countdown duration of the countdown control is equal to the sum of the base duration and the countdown difference.
[0211] Optionally, the base duration is set by the developer, or the base duration is set by the user. For example, the base duration is set by the user who manipulates the first virtual object.
[0212] Optionally, the countdown duration of the countdown control described above can also be determined by the server and sent to the first client and / or the second client, as shown below.
[0213] For servers:
[0214] Optionally, the countdown duration of the countdown control is determined based on at least one of the virtual object information of the target virtual object and the virtual object information of at least one virtual object that has participated in this concentrated fire.
[0215] Specifically, the method for determining the countdown duration can be found in "5. Displaying the countdown duration of the countdown control" above, which states "for the first client and / or the second client".
[0216] In summary, the method provided in this application significantly improves the synchronization accuracy of focused fire in cooperation by setting different countdown durations for at least one virtual object participating in the current focused fire, thereby ensuring that at least one virtual object participating in the current focused fire can attack the target virtual object simultaneously or within a certain time threshold. This ensures that at least one virtual object participating in the current focused fire can hit the target virtual object simultaneously at a precise time, thereby maximizing the focused fire attack effect and reducing attack errors caused by poor communication or delayed reaction during intense battles.
[0217] 6. Actions after the countdown ends.
[0218] Optionally, in response to the countdown control triggering an end event, the target virtual object is targeted for fire, or a targeted fire prompt message is displayed.
[0219] Optionally, the countdown control triggering the end event means that the countdown control ends the countdown, or the countdown of the countdown control ends, or the start time of this concentrated attack has been reached.
[0220] Optionally, "focusing fire on the target virtual object" refers to automatically launching an attack on the target virtual object. That is, at the start of this focused fire, at least one virtual object already participating in this focused fire automatically focuses fire on the target virtual object.
[0221] Optionally, the concentrated fire prompt message is used to instruct the user to launch an attack on the target virtual object, or the concentrated fire prompt message is used to indicate the start of this concentrated fire.
[0222] For example, the concentrated fire warning information includes at least one of the following: concentrated fire warning text; concentrated fire marker; auxiliary information.
[0223] Optionally, the focus fire prompt text is used to notify teammates' virtual objects to start focusing fire in text form, such as "Start focusing fire" or similar text.
[0224] Optionally, the focus fire marker is used to indicate the target virtual object. For example, the location of the target virtual object, such as... Figure 7 As shown, a target virtual object 46 is displayed in the virtual environment, and a focus fire marker 47 is displayed on the target virtual object 46 to indicate that the focus fire target is the target virtual object 46. Optionally, the focus fire marker 47 is a highlighted marker.
[0225] Optionally, the auxiliary information is information that assists in focusing fire, such as the distance between the target virtual object and the teammate virtual object, etc. Figure 7 As shown, a target virtual object 46 is displayed in the virtual environment. In addition to the focus fire marker 47, auxiliary information 48 is also displayed on the target virtual object 46, namely the distance between the teammate virtual object and the target virtual object 46. This auxiliary information 48 is used by the teammate virtual object to determine whether to join the current focus fire. For example, if the distance between the teammate virtual object and the target virtual object is too far to effectively cause damage, the teammate virtual object will not join the current focus fire; or, the teammate virtual object will join the current focus fire after changing its position to a position that is convenient for causing damage to the target virtual object.
[0226] In summary, the method provided in this application significantly improves the accuracy of focused fire synchronization by automatically concentrating fire on the target virtual object or displaying a focused fire prompt message to indicate that at least one virtual object participating in the current focused fire should begin concentrating fire after the countdown control triggers the end event. Furthermore, the automatic countdown by the client ensures that at least one virtual object participating in the current focused fire simultaneously engages at a precise time, thereby maximizing the effect of the focused fire attack and reducing attack errors caused by poor communication or delayed reaction during intense battles.
[0227] 7. Reset the countdown control.
[0228] Optionally, if a new teammate virtual object joins the current focus fire before the countdown of the countdown control expires, the countdown of the countdown control is reset. Alternatively, if a new teammate virtual object joins the current focus fire before the countdown control triggers its end event, the countdown of the countdown control is reset. Alternatively, if a new teammate virtual object joins the current focus fire before the countdown of the countdown control expires, the countdown control is reinitialized. Alternatively, if a new teammate virtual object joins the current focus fire before the countdown control triggers its end event, the countdown control is reinitialized.
[0229] For example, if the same countdown duration is set for all at least one virtual object participating in this concentrated fire, and the countdown duration is 2 seconds, then if the concentrated fire response information meets the concentrated fire conditions, a countdown control is displayed for at least one participating virtual object and the countdown control starts counting down. If a new teammate virtual object responds to the concentrated fire request before the countdown control ends, such as when the countdown reaches 1 second, then the countdown control is reset or initialized to the countdown duration of 2 seconds.
[0230] In summary, the method provided in this application introduces a mechanism for dynamically resetting the countdown control, allowing virtual teammates who did not participate in the focused fire request during the countdown to join the current focused fire. This method ensures that as many virtual objects as possible can participate in the current focused fire, while also guaranteeing the coordination and consistency of at least one virtual object already participating in the current focused fire. This effectively improves the collaborative capability of tactical execution and avoids the tactical failure problem caused by inconsistent firing times due to limitations in communication methods such as voice or text, as seen in related technologies.
[0231] The above-mentioned "1. Displaying the identifier of at least one virtual object participating in this concentrated fire", "2. Operation mode of concentrated fire request operation and / or concentrated fire response operation", "3. Virtual object information", "4. Displaying the concentrated fire success rate of this concentrated fire", "5. Displaying the countdown duration of the countdown control", "6. Behavior after the countdown ends", and "7. Resetting the countdown control" can be implemented as independent embodiments or as combined embodiments. For example, after triggering the concentrated fire request and concentrated fire response in the manner shown in "2. Operation mode of concentrated fire request operation and / or concentrated fire response operation", "1. Displaying the identifier of at least one virtual object participating in this concentrated fire"; after triggering the concentrated fire request and concentrated fire response in the manner shown in "2. Operation mode of concentrated fire request operation and / or concentrated fire response operation", "4. Displaying the concentrated fire success rate of this concentrated fire"; after triggering the concentrated fire request and concentrated fire response in the manner shown in "2. Operation mode of concentrated fire request operation and / or concentrated fire response operation", "5. Displaying the countdown duration of the countdown control ... After triggering a concentrated fire request and response in the manner described in "Operation Method of Concentrated Fire Request and / or Concentrated Fire Response Operation", a countdown control is displayed. After the countdown ends, the behavior shown in "6. Behavior After Countdown End" can be executed. After triggering a concentrated fire request and response in the manner described in "2. Operation Method of Concentrated Fire Request and / or Concentrated Fire Response Operation", upon receiving a new concentrated fire response, "7. Reset Countdown Control" is executed. "4. Display the Concentration Success Rate of This Concentration" is executed based on "3. Virtual Object Information". "5. Display the Countdown Duration of the Countdown Control" is executed based on "3. Virtual Object Information", etc. It should be noted that the embodiments of this application only list some combined embodiments, and the remaining combined methods are not listed one by one, but the protection scope of this application is not limited thereto.
[0232] Figure 12 A flowchart illustrating an exemplary embodiment of this application shows a method for controlling a virtual object. The method includes:
[0233] Step 1: Initiate a concentrated fire request.
[0234] Optionally, the first client initiates a focus fire request. The server receives the focus fire request; generates focus fire request information; and sends the focus fire request information to at least one second client to synchronize the focus fire request with at least one teammate virtual object.
[0235] Optionally, at least one second client, upon receiving the concentrated fire request information, displays concentrated fire guidance information. This guidance information includes the location of the target virtual object.
[0236] Step 2: Determine if the concentrated fire request has exceeded the response time limit.
[0237] Response timeout is used to indicate the validity period of a concentrated fire request.
[0238] If the concentrated fire request exceeds the response time limit, proceed to step 3; if the concentrated fire request does not exceed the response time limit, wait for the execution of step 4.
[0239] Step 3: Determine that the concentrated fire request has failed.
[0240] Step 4: Teammates respond to the request for focused fire.
[0241] Optionally, teammates may selectively respond to the focus fire request via a second client based on their combat status and position. The second client then sends a focus fire response to the server. The server determines a response list based on the focus fire response and the focus fire request. This response list includes at least one virtual object that has participated in the current focus fire. The server synchronizes the response list with the first virtual object and at least one teammate virtual object, or synchronizes the response list with the virtual objects already in the response list.
[0242] Step 5: Start or reset the countdown of the Focus Fire countdown control.
[0243] Optionally, after at least one teammate responds to the focus fire request, a focus fire countdown control is displayed and the countdown of the focus fire countdown control is started.
[0244] Step 6: Determine if any other teammates respond.
[0245] If no other teammates respond, proceed to step 7; if other teammates respond, proceed to step 6 to reset the countdown timer for the focus fire countdown control.
[0246] Step 7: Determine if the countdown for concentrated fire has ended.
[0247] If the countdown for focused fire ends, proceed to step 8; otherwise, wait for the countdown to end or for other teammates to respond.
[0248] Step 8: Fire at the same time.
[0249] Optionally, at the end of the countdown, a concentrated fire prompt message is displayed to instruct at least one virtual object that has participated in this concentrated fire to fire simultaneously.
[0250] In summary, the method provided in this application embodiment achieves the following: 1. Optimized team decision-making speed: By quickly initiating a focus fire request, players can rapidly make focus fire decisions during combat. This design reduces the delays of traditional communication methods, enabling teams to respond more efficiently to battlefield changes and enemy actions, thus improving overall combat efficiency. 2. Enhanced tactical coordination: A mechanism for dynamically resetting the countdown timer is introduced, allowing new team members to join the focus fire request during the countdown. This function ensures consistency among all participating players, effectively improving the coordination of tactical execution and avoiding tactical failures caused by inconsistent firing times in related technologies. 3. Improved firing synchronization accuracy: By providing an in-team countdown focus fire request function, the firing synchronization accuracy in team collaboration is significantly improved. Automatically starting the countdown ensures that all responding players can fire simultaneously at precise moments, thereby maximizing the focus fire attack effect and reducing attack errors caused by poor communication or delayed reactions during intense combat. 4. Improved stability and user experience: Automatically handling the countdown and response process reduces the need for manual intervention, thereby lowering the risk of operational errors. In addition, intuitive visual cues and a clear countdown bar design enhance the player experience, making the focus-fire process simpler and clearer.
[0251] Figure 13 This diagram illustrates a structural block diagram of a control device for a virtual object provided in an exemplary embodiment of this application. The device has the functionality to implement the control method example for the virtual object described above; the functionality can be implemented in hardware or by hardware executing corresponding software. The device can be the first client described above, or it can be located within the first client. The device includes: a first display module 510 and a first synchronization module 520.
[0252] The first client is used to control the first virtual object.
[0253] The first display module 510 is used to display a target virtual object in a virtual environment, wherein the target virtual object and the first virtual character belong to different factions.
[0254] The first synchronization module 520 is used to respond to the first virtual object's concentrated fire request operation for the target virtual object, and to synchronize the concentrated fire request for the at least one teammate virtual object, wherein the at least one teammate virtual object and the first virtual character belong to the same faction.
[0255] The first display module 510 is further configured to display a countdown control when receiving concentrated fire response information from one or more of the teammate virtual objects for the target virtual object, wherein the countdown control is used to indicate the time remaining until the start of the current concentrated fire.
[0256] In some embodiments, the first display module 510 is further configured to display the countdown control and the identifier of at least one virtual object that has participated in the current fire when receiving concentrated fire response information from one or more of the teammate virtual objects for the target virtual object.
[0257] In some embodiments, the first display module 510 is further configured to display the countdown control and the identifier of at least one virtual object that has participated in the current concentrated fire when the received concentrated fire response information of the one or more teammate virtual objects against the target virtual object meets the concentrated fire conditions; wherein the concentrated fire conditions include at least one of the following: the number of virtual objects that have participated in the current concentrated fire is greater than or equal to a first preset threshold; the concentrated fire success rate of the current concentrated fire is greater than or equal to a second preset threshold, and the concentrated fire success rate of the current concentrated fire is used to indicate the success rate of defeating the target virtual object within a preset concentrated fire time.
[0258] In some embodiments, the first display module 510 is further configured to display the success rate of the current concentrated fire based on at least one of the virtual object information of the target virtual object and the virtual object information of at least one virtual object that has participated in the current concentrated fire, wherein the success rate of the current concentrated fire is used to indicate the success rate of defeating the target virtual object within a preset concentrated fire time.
[0259] In some embodiments, the device further includes a first determining module. The first determining module is configured to determine the countdown duration of the countdown control based on at least one of the virtual object information of the target virtual object and the virtual object information of at least one virtual object that has participated in the current concentrated fire.
[0260] In some embodiments, the virtual object information includes at least one of the following: virtual equipment information; attribute information of the virtual object; and location information of the virtual object; wherein the virtual equipment information is used to indicate the virtual equipment worn by the virtual object; the attribute information of the virtual object is used to indicate the attributes of the virtual object; and the location information of the virtual object is used to indicate the location of the virtual object in the virtual environment.
[0261] In some embodiments, the virtual equipment information includes a virtual equipment coefficient, which indicates the time from the start of an attack to the generation of damage by the virtual equipment; the countdown duration of the countdown control is equal to the product of the base duration and the virtual equipment coefficient.
[0262] In some embodiments, the first display module 510 is further configured to, in response to the countdown control triggering an end event, focus fire on the target virtual object, or display a focus fire prompt message.
[0263] In some embodiments, the first determining module is further configured to reset the countdown of the countdown control if a new teammate virtual object is added to participate in the current concentrated fire before the countdown of the countdown control ends.
[0264] Figure 14 A structural block diagram of a control device for a virtual object provided in an exemplary embodiment of this application is shown. The device has the functionality to implement the control method example of the virtual object described above; the functionality can be implemented by hardware or by hardware executing corresponding software. The device can be the second client described above, or it can be located within a second client. The device includes: a second display module 610.
[0265] The second client is used to control a virtual teammate object, which belongs to the same faction as the first virtual character. The method includes:
[0266] The second display module 610 is used to display a target virtual object in a virtual environment, wherein the target virtual object and the target virtual character belong to different factions;
[0267] The second display module 610 is also used to display fire focus guidance information when receiving a fire focus request initiated by the first virtual object, wherein the fire focus guidance information is used to guide the teammate virtual object to respond to the fire focus request;
[0268] The second display module 610 is also used to display a countdown control in response to the teammate virtual object's concentrated fire response operation against the target virtual object. The countdown control is used to indicate the time remaining until the start of this concentrated fire.
[0269] In some embodiments, the second display module 610 is further configured to display the countdown control and the identifier of at least one virtual object that has participated in the current fire attack in response to the teammate virtual object's concentrated fire response operation against the target virtual object.
[0270] In some embodiments, the second display module 610 is further configured to, in response to the focused fire response operation of the teammate virtual object against the target virtual object, send a focused fire response, the focused fire response being used to generate focused fire response information; and, if the focused fire response information meets the focused fire conditions, display a countdown control and the identifier of at least one virtual object that has participated in the current focused fire; wherein, the focused fire conditions include at least one of the following: the number of virtual objects that have participated in the current focused fire is greater than or equal to a first preset threshold; the focused fire success rate of the current focused fire is greater than or equal to a second preset threshold, the focused fire success rate being used to indicate the success rate of defeating the target virtual object within a preset focused fire time.
[0271] In some embodiments, the device further includes a second determining module. The second determining module is configured to determine to respond to the concentrated fire request in response to an aiming duration for the target virtual object reaching a preset aiming time; or, in response to an aiming operation for the target virtual object and a triggering operation for the concentrated fire response control, determine to respond to the concentrated fire request; or, in response to an aiming duration for the target virtual object reaching a preset aiming time and a triggering operation for the concentrated fire response control, determine to respond to the concentrated fire request.
[0272] In some embodiments, the second display module 610 is further configured to display the success rate of the current concentrated fire based on at least one of the virtual object information of the target virtual object and the virtual object information of at least one virtual object that has participated in the current concentrated fire, wherein the success rate of the current concentrated fire is used to indicate the success rate of defeating the target virtual object within a preset concentrated fire time.
[0273] In some embodiments, the second determining module is further configured to determine the countdown duration of the countdown control based on at least one of the virtual object information of the target virtual object and the virtual object information of at least one virtual object that has participated in the current concentrated fire.
[0274] In some embodiments, the virtual object information includes at least one of the following: virtual equipment information; attribute information of the virtual object; and location information of the virtual object; wherein the virtual equipment information is used to indicate the virtual equipment worn by the virtual object; the attribute information of the virtual object is used to indicate the attributes of the virtual object; and the location information of the virtual object is used to indicate the location of the virtual object in the virtual environment.
[0275] In some embodiments, the virtual equipment information includes a virtual equipment coefficient, which indicates the time from the start of an attack to the generation of damage by the virtual equipment; the countdown duration of the countdown control is equal to the product of the base duration and the virtual equipment coefficient.
[0276] In some embodiments, the second display module 610 is further configured to, in response to the countdown control triggering an end event, focus fire on the target virtual object, or display a focus fire prompt message.
[0277] In some embodiments, the second determining module is configured to reset the countdown of the countdown control if a new virtual teammate object is added to participate in the current concentrated fire before the countdown of the countdown control ends.
[0278] Figure 15A structural block diagram of a control device for a virtual object provided in an exemplary embodiment of this application is shown. The device has the functionality to implement the control method example of the virtual object described above; the functionality can be implemented in hardware or by hardware executing corresponding software. The device can be the server described above, or it can be located within a server. The device includes a receiving module 710 and a sending module 720.
[0279] The receiving module 710 is used to receive a concentrated fire request from a first virtual object against a target virtual object, wherein the first virtual object and the target virtual object belong to different factions;
[0280] The sending module 720 is used to send a fire focus request message to the at least one teammate virtual object based on the fire focus request. The fire focus request message is used to instruct the first virtual object to initiate a fire focus request against the target virtual object. The first virtual object and the at least one teammate virtual object belong to the same faction.
[0281] The receiving module 710 is also used to receive the concentrated fire response of one or more teammate virtual objects;
[0282] The sending module 720 is further configured to send concentrated fire response information to the first virtual object and / or the at least one teammate virtual object based on one or more of the concentrated fire responses, wherein the concentrated fire response information is used to indicate information in response to the concentrated fire request for the target virtual object.
[0283] It should be noted that the specific limitations of the embodiments of the control device for one or more virtual objects provided above can be found in the limitations of the control method for virtual objects above, and will not be repeated here. Each module of the above device can be implemented entirely or partially by software, hardware, or a combination thereof. Each module can be embedded in the processor of the computer device in hardware form or independent of the processor, or it can be stored in the memory of the computer device in software form, so that the processor can call and execute the corresponding operations of each module.
[0284] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.
[0285] This application also provides a computer device, which includes a processor and a memory. The memory stores at least one computer program, which is loaded and executed by the processor to implement the virtual object control method provided in the above-described method embodiments.
[0286] Figure 16This illustration shows a structural block diagram of a computer device 800 provided in an exemplary embodiment of this application. The computer device 800 may be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), or MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 800 may also be referred to as a user device, portable terminal, or other names. Typically, the computer device 800 includes a processor 801 and a memory 802.
[0287] Processor 801 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 801 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). Processor 801 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 801 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 801 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0288] The memory 802 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 802 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 802 is used to store at least one instruction, which is executed by the processor 801 to implement the gift-giving method based on a live-streaming room provided in this embodiment.
[0289] In some embodiments, the computer device 800 may also optionally include a peripheral device interface 803 and at least one peripheral device. The processor 801, memory 802, and peripheral device interface 803 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 803 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: a radio frequency circuit 804, a touch display screen 805, a camera assembly 806, an audio circuit 807, and a power supply 808.
[0290] Peripheral device interface 803 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 801 and memory 802. In some embodiments, processor 801, memory 802 and peripheral device interface 803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 801, memory 802 and peripheral device interface 803 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0291] The radio frequency (RF) circuit 804 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 804 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 804 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 804 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 804 can communicate with other terminals through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or Wi-Fi (Wireless Fidelity) networks. In some embodiments, the RF circuit 804 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.
[0292] The touch display screen 805 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 805 also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to the processor 801 for processing. The touch display screen 805 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one touch display screen 805, located on the front panel of the computer device 800; in other embodiments, there may be at least two touch display screens, respectively located on different surfaces of the computer device 800 or in a folded design; in some embodiments, the touch display screen 805 may be a flexible display screen, located on a curved or folded surface of the computer device 800. Furthermore, the touch display screen 805 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The touch display screen 805 may be made of materials such as LCD (Liquid Crystal Display) or OLED (Organic Light-Emitting Diode).
[0293] The camera assembly 806 is used to acquire images or videos. Optionally, the camera assembly 806 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is used for video calls or selfies, and the rear-facing camera is used for taking photos or videos. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, and a wide-angle camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, and panoramic shooting and VR shooting by fusion of the main camera and the wide-angle camera. In some embodiments, the camera assembly 806 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash is a combination of a warm-light flash and a cool-light flash, which can be used for light compensation at different color temperatures.
[0294] Audio circuitry 807 provides an audio interface between the user and computer device 800. Audio circuitry 807 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to processor 801 for processing, or input to radio frequency circuitry 804 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each located at a different location within computer device 800. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from processor 801 or radio frequency circuitry 804 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, audio circuitry 807 may also include a headphone jack.
[0295] Power supply 808 is used to supply power to various components in computer device 800. Power supply 808 can be alternating current, direct current, a disposable battery, or a rechargeable battery. When power supply 808 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, while a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0296] In some embodiments, the computer device 800 further includes one or more sensors 809. The one or more sensors 809 include, but are not limited to, an accelerometer 810, a gyroscope 811, a pressure sensor 812, an optical sensor 813, and a proximity sensor 814.
[0297] Accelerometer 810 can detect the magnitude of acceleration on the three coordinate axes of a coordinate system established by computer device 800. For example, accelerometer 810 can be used to detect the components of gravitational acceleration on the three coordinate axes. Processor 801 can control touch screen 805 to display the user interface in landscape or portrait view based on the gravitational acceleration signal collected by accelerometer 810. Accelerometer 810 can also be used for games or to collect user motion data. Gyroscope 811 can detect the orientation and rotation angle of computer device 800. Gyroscope 811 can work in conjunction with accelerometer 810 to collect 3D movements of the user on computer device 800. Based on the data collected by gyroscope 811, processor 801 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0298] The pressure sensor 812 can be disposed on the side bezel of the computer device 800 and / or on the lower layer of the touch display screen 805. When the pressure sensor 812 is disposed on the side bezel of the computer device 800, it can detect the user's grip signal on the computer device 800 and perform left / right hand recognition or quick operation based on the grip signal. When the pressure sensor 812 is disposed on the lower layer of the touch display screen 805, it can control operable controls on the UI interface based on the user's pressure operation on the touch display screen 805. Operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0299] An optical sensor 813 is used to collect ambient light intensity. In one embodiment, the processor 801 can control the display brightness of the touch screen 805 based on the ambient light intensity collected by the optical sensor 813. Specifically, when the ambient light intensity is high, the display brightness of the touch screen 805 is increased; when the ambient light intensity is low, the display brightness of the touch screen 805 is decreased. In another embodiment, the processor 801 can also dynamically adjust the shooting parameters of the camera assembly 806 based on the ambient light intensity collected by the optical sensor 813.
[0300] A proximity sensor 814, also known as a distance sensor, is typically located on the front of the computer device 800. The proximity sensor 814 is used to detect the distance between the user and the front of the computer device 800. In one embodiment, when the proximity sensor 814 detects that the distance between the user and the front of the computer device 800 is gradually decreasing, the processor 801 controls the touchscreen display 805 to switch from a screen-on state to a screen-off state; when the proximity sensor 814 detects that the distance between the user and the front of the computer device 800 is gradually increasing, the processor 801 controls the touchscreen display 805 to switch from a screen-off state to a screen-on state.
[0301] Those skilled in the art will understand that the above structure does not constitute a limitation on the computer device 800, and may include more or fewer components than shown in the figure, or combine certain components, or use different component arrangements.
[0302] This application also provides a computer-readable storage medium storing at least one computer program, which is loaded and executed by a processor to implement the virtual object control method provided in the above-described method embodiments.
[0303] This application also provides a computer program product, which includes at least one computer program stored in a computer-readable storage medium; the at least one computer program is read from and executed by a processor of a computer device from the computer-readable storage medium, causing the computer device to execute the virtual object control method provided in the above method embodiments.
[0304] It should be understood that "multiple" as used herein refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. Furthermore, the step numbers described herein are merely illustrative of one possible execution order. In some other embodiments, the steps may not be executed in numerical order, such as two steps with different numbers being executed simultaneously, or two steps with different numbers being executed in the reverse order of the illustration. This application does not limit this.
[0305] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
[0306] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent switching, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A control method of a virtual object, characterized by, The method is executed by a first client, which controls a first virtual object, and the method includes: Display a target virtual object in a virtual environment, wherein the target virtual object and the first virtual character belong to different factions; In response to the first virtual object's concentrated fire request operation against the target virtual object, the concentrated fire request is synchronized for at least one teammate virtual object, wherein the at least one teammate virtual object belongs to the same faction as the first virtual character; Upon receiving a concentrated fire response message from one or more of the teammate virtual objects targeting the target virtual object, a countdown control is displayed, which indicates the time remaining until the start of the concentrated fire.
2. The method according to claim 1, characterized in that, The step of displaying a countdown control upon receiving concentrated fire response information from one or more of the teammate virtual objects targeting the target virtual object includes: Upon receiving a concentrated fire response message from one or more of the teammate virtual objects targeting the target virtual object, the countdown control and the identifier of at least one virtual object that has participated in the concentrated fire are displayed.
3. The method of claim 2, wherein, Upon receiving concentrated fire response information from one or more of the teammate virtual objects targeting the target virtual object, the step of displaying a countdown control and the identifier of at least one virtual object that has participated in the concentrated fire includes: If the received concentrated fire response information from one or more of the teammate virtual objects for the target virtual object meets the concentrated fire conditions, the countdown control and the identifier of at least one virtual object that has participated in the concentrated fire are displayed. The conditions for concentrated fire include at least one of the following: the number of virtual objects participating in the current concentrated fire is greater than or equal to a first preset threshold; the success rate of the current concentrated fire is greater than or equal to a second preset threshold, and the success rate of the current concentrated fire is used to indicate the success rate of defeating the target virtual object within a preset concentrated fire time.
4. The method according to any one of claims 1 to 3, characterized in that, The method further includes: Based on at least one of the virtual object information of the target virtual object and the virtual object information of at least one virtual object that has participated in the current concentrated fire, the concentrated fire success rate of the current concentrated fire is displayed. The concentrated fire success rate of the current concentrated fire is used to indicate the success rate of defeating the target virtual object within a preset concentrated fire time.
5. The method of claim 4, wherein, The virtual object information includes at least one of the following: virtual equipment information; virtual object attribute information; and virtual object location information. The virtual equipment information is used to indicate the virtual equipment worn by the virtual object; the attribute information of the virtual object is used to indicate the attributes of the virtual object; and the location information of the virtual object is used to indicate the location of the virtual object in the virtual environment.
6. The method according to any one of claims 1 to 5, characterized in that, The method further includes: In response to the countdown control triggering an end event, focus fire on the target virtual object, or display a focus fire prompt message.
7. The method according to any one of claims 1 to 6, characterized in that, The method further includes: If a new virtual teammate joins the current focus fire before the countdown of the countdown control ends, the countdown of the countdown control will be reset.
8. A control method of a virtual object, characterized by, The method is executed by a second client, which controls a teammate virtual object. The teammate virtual character belongs to the same faction as the first virtual character. The method includes: Displays a target virtual object in a virtual environment, wherein the target virtual object and the target virtual character belong to different factions; Upon receiving a focus fire request initiated by the first virtual object, focus fire guidance information is displayed, which is used to guide the teammate virtual object to respond to the focus fire request; In response to the teammate virtual object's concentrated fire response operation on the target virtual object, a countdown control is displayed, which is used to indicate the time remaining until the start of this concentrated fire.
9. The method of claim 8, wherein, The response to the teammate's virtual object's concentrated fire response operation against the target virtual object, displaying a countdown control, includes: In response to the teammate virtual object's concentrated fire response operation against the target virtual object, the countdown control and the identifier of at least one virtual object that has participated in the concentrated fire are displayed.
10. The method of claim 9, wherein, The response to the teammate virtual object's concentrated fire response operation against the target virtual object, displaying the countdown control and the identifier of at least one virtual object that has participated in the concentrated fire, includes: In response to the focused fire response operation of the teammate virtual object against the target virtual object, a focused fire response is sent, which is used to generate focused fire response information; If the concentrated fire response information meets the concentrated fire conditions, a countdown control and the identifier of at least one virtual object that has participated in the concentrated fire are displayed. The conditions for concentrated fire include at least one of the following: the number of virtual objects participating in the current concentrated fire is greater than or equal to a first preset threshold; the success rate of the current concentrated fire is greater than or equal to a second preset threshold, and the success rate of the current concentrated fire is used to indicate the success rate of defeating the target virtual object within a preset concentrated fire time.
11. The method according to any one of claims 8 to 10, characterized in that, The method further includes: In response to the target virtual object reaching a preset aiming time, determine to respond to the concentrated fire request; Alternatively, in response to an aiming operation on the target virtual object and a triggering operation on the concentrated fire response control, the response to the concentrated fire request is determined; Alternatively, in response to the target virtual object reaching a preset aiming time and a trigger operation on the concentrated fire response control, the concentrated fire request is determined to be responded to.
12. The method according to any one of claims 8 to 11, characterized in that, The method further includes: Based on at least one of the virtual object information of the target virtual object and the virtual object information of at least one virtual object that has participated in the current concentrated fire, the concentrated fire success rate of the current concentrated fire is displayed. The concentrated fire success rate of the current concentrated fire is used to indicate the success rate of defeating the target virtual object within a preset concentrated fire time.
13. The method of claim 12, wherein, The virtual object information includes at least one of the following: virtual equipment information; virtual object attribute information; and virtual object location information. The virtual equipment information is used to indicate the virtual equipment worn by the virtual object; the attribute information of the virtual object is used to indicate the attributes of the virtual object; and the location information of the virtual object is used to indicate the location of the virtual object in the virtual environment.
14. A control method of a virtual object, characterized by, The method is executed by the server, and the method includes: Receive a fire request from a first virtual object targeting a target virtual object, wherein the first virtual object and the target virtual object belong to different factions; Based on the focus fire request, focus fire request information is sent to at least one teammate virtual object. The focus fire request information is used to instruct the first virtual object to initiate a focus fire request against the target virtual object. The first virtual object and at least one teammate virtual object belong to the same faction. Receive concentrated fire responses from one or more teammate virtual objects; Based on one or more of the focused fire responses, focused fire response information is sent to the first virtual object and / or the at least one teammate virtual object, the focused fire response information being used to indicate information in response to the focused fire request against the target virtual object.
15. A control device of a virtual object, characterized by, The device is used to control a first virtual object, and the device includes: The first display module is used to display a target virtual object in a virtual environment, wherein the target virtual object and the first virtual character belong to different factions. The first synchronization module is used to respond to the first virtual object's concentrated fire request operation for the target virtual object, and to synchronize the concentrated fire request for at least one teammate virtual object, wherein the at least one teammate virtual object and the first virtual character belong to the same faction. The first display module is further configured to display a countdown control when receiving concentrated fire response information from one or more of the teammate virtual objects for the target virtual object. The countdown control is used to indicate the time remaining until the start of the concentrated fire.
16. A control device of a virtual object, characterized by, The device is used to control a virtual teammate object, wherein the virtual teammate character belongs to the same faction as the first virtual character, and the device includes: The second display module is used to display a target virtual object in a virtual environment, wherein the target virtual object and the target virtual character belong to different factions; The second display module is also used to display fire focus guidance information when receiving a fire focus request initiated by the first virtual object. The fire focus guidance information is used to guide the teammate virtual object to respond to the fire focus request. The second display module is also used to display a countdown control in response to the teammate virtual object's concentrated fire response operation against the target virtual object. The countdown control is used to indicate the time remaining until the start of this concentrated fire.
17. A control device of a virtual object, characterized by, The device includes: The receiving module is used to receive a concentrated fire request from a first virtual object against a target virtual object, wherein the first virtual object and the target virtual object belong to different factions; The sending module is used to send a fire focus request message to the at least one teammate virtual object based on the fire focus request. The fire focus request message is used to instruct the first virtual object to initiate a fire focus request against the target virtual object. The first virtual object and the at least one teammate virtual object belong to the same faction. The receiving module is also used to receive concentrated fire responses from one or more teammate virtual objects; The sending module is further configured to send concentrated fire response information to the first virtual object and / or the at least one teammate virtual object based on one or more of the concentrated fire responses, wherein the concentrated fire response information is used to indicate information in response to the concentrated fire request against the target virtual object.
18. A computer device, comprising: The computer device includes a processor and a memory, the memory storing a computer program that is loaded and executed by the processor to implement the method for controlling virtual objects as described in any one of claims 1 to 14.
19. A computer readable storage medium having stored thereon a computer program, characterized in that, When the computer program is executed by a processor, it implements the control method for the virtual object as described in any one of claims 1 to 14.
20. A computer program product, characterised in that, The computer program product includes a computer program stored in a computer-readable storage medium; the computer program is read from and executed by a processor of a computer device, causing the computer device to perform a control method for a virtual object as described in any one of claims 1 to 14.