An information processing method and device in a game, electronic equipment and storage medium

By configuring multi-dimensional attribute marker controls and displaying tactical markers in the game, the problem of long team tactical communication time was solved, and more efficient tactical information transmission was achieved.

CN122251850APending Publication Date: 2026-06-23NETEASE (SHANGHAI) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
NETEASE (SHANGHAI) NETWORK CO LTD
Filing Date
2026-03-17
Publication Date
2026-06-23

AI Technical Summary

Technical Problem

In team-based games, tactical communication among team members takes a lot of time. Current technology can only communicate by marking the discussion objects in the game scene and through chat channels, which results in unclear communication of tactical details.

Method used

By displaying multiple settings controls in the graphical user interface, players can configure markers with multi-dimensional attributes, determine target marker configurations in response to selection actions, and display tactical markers in the virtual scene to convey tactical instructions.

Benefits of technology

It reduces the time spent on tactical communication between teams and improves the accuracy and efficiency of tactical information transmission.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a game information processing method and device, electronic equipment and a computer readable storage medium. The embodiment of the application displays a plurality of setting controls in a graphical user interface, and the plurality of setting controls are respectively used for setting a plurality of dimension attributes of a marker. In response to a selection operation on the plurality of setting controls, a target marker configuration is determined, and the target marker configuration includes at least two dimension attributes of the marker. In response to a marker operation on a target position in a virtual scene, a tactical marker corresponding to the target marker configuration is displayed at the target position in the virtual scene. The tactical marker is used to convey a tactical instruction determined based on the target marker configuration to a friendly virtual character. The embodiment of the application can reduce the time spent on tactical communication between teams.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, specifically to a method, apparatus, electronic device, and storage medium for information processing in games. Background Technology

[0002] The rise of the internet and the continuous development and evolution of hardware and software technologies have spurred the emergence of smart devices and software. Simultaneously, a large number of games of various themes have sprung up to meet user needs, and with the booming development of various technologies in the gaming industry, people are placing greater emphasis on the gaming experience.

[0003] Currently, in some team-based games, if players want to discuss tactics with other team members, they can only mark the object of discussion (such as the character to be attacked) in the game scene. Specific tactical details need to be communicated through the chat channel. As a result, team members can only see a single-dimensional and vague information marked by the player. If they want to understand the specific tactical details, they need to spend time browsing the tactical details in the chat channel, which makes tactical communication between teams take a lot of time. Summary of the Invention

[0004] This application provides an information processing method, apparatus, electronic device, and storage medium for games, which can reduce the time spent on tactical communication between teams.

[0005] In a first aspect, embodiments of this application provide an information processing method for a game, which provides a graphical user interface through a terminal. The graphical user interface displays at least a portion of a virtual scene, and the virtual scene includes a controlled virtual character and friendly virtual characters. The method includes: The graphical user interface displays multiple settings controls, each used to set multiple dimensional attributes of the marker. In response to a selection operation for multiple settings controls, determine the target tag configuration, which includes at least two dimension attributes of the tag; In response to a marking operation targeting a target location in a virtual scene, display a tactical marker at the target location in the virtual scene that corresponds to the target marking configuration; Among them, tactical markers are used to convey tactical instructions to friendly virtual characters based on the target marker configuration.

[0006] Secondly, embodiments of this application provide an information processing method for games, the method comprising: Responding to tactical commands sent by friendly virtual characters, determine the target marker configuration corresponding to the tactical commands. The target marker configuration includes at least two dimensions of the marker set by the target game account for the target location. Display tactical markers corresponding to the target marker configuration at the target location in the virtual scene.

[0007] Thirdly, embodiments of this application provide an information processing device for a game, which provides a graphical user interface (GUI) via a terminal. The GUI displays at least a portion of a virtual scene, including a controlled virtual character and friendly virtual characters. The device includes: The control display module is used to display multiple setting controls in the graphical user interface. These multiple setting controls are used to set multiple dimension attributes of the marker. The configuration determination module is used to respond to selection operations for multiple settings controls and determine the target tag configuration, which includes at least two dimension attributes of the tag; The marker display module is used to respond to marking operations on target locations in a virtual scene and display tactical markers corresponding to the target marker configuration at the target locations in the virtual scene; Among them, tactical markers are used to convey tactical instructions to friendly virtual characters based on the target marker configuration.

[0008] Fourthly, embodiments of this application also provide an electronic device, including a memory storing multiple instructions; a processor loads instructions from the memory to execute the steps of any of the information processing methods in a game provided in embodiments of this application.

[0009] Fifthly, embodiments of this application also provide a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to execute the steps of any of the information processing methods in a game provided in embodiments of this application.

[0010] Sixthly, embodiments of this application also provide a computer program product, including a computer program or instructions, which, when executed by a processor, implement the steps in any of the information processing methods in a game provided in embodiments of this application.

[0011] The solution adopted in this application embodiment can be implemented by displaying multiple setting controls in a graphical user interface, each setting control being used to set multiple dimensional attributes of a marker; responding to selection operations on the multiple setting controls, a target marker configuration is determined, the target marker configuration including at least two dimensional attributes of the marker; responding to marking operations on target locations in a virtual scene, a tactical marker corresponding to the target marker configuration is displayed at the target location in the virtual scene; wherein, the tactical marker is used to convey tactical instructions determined based on the target marker configuration to friendly virtual characters, thereby determining a target marker configuration including multiple different dimensional attributes through setting controls and displaying corresponding tactical prompt information, thereby reducing the time required for tactical communication between teams. Attached Figure Description

[0012] 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.

[0013] Figure 1 This is a schematic flowchart of an embodiment of the information processing method in a game provided in this application. Figure 2 This is a schematic diagram of the tactical marking control provided in the embodiments of this application; Figure 3 This is a schematic diagram of the first type of control list provided in the embodiments of this application; Figure 4 This is a schematic diagram of the second type of control list provided in the embodiments of this application; Figure 5 This is a schematic diagram of the third type of control list provided in the embodiments of this application; Figure 6 This is a schematic diagram of a tactical warning sign provided in an embodiment of this application; Figure 7 This is another tactical cueing symbol provided in the embodiments of this application; Figure 8 This is a schematic flowchart of another embodiment of the information processing method in the game provided in this application; Figure 9 This is a schematic diagram of event information provided in the embodiments of this application; Figure 10 This is a schematic diagram of the information prompt window provided in the embodiments of this application; Figure 11 This is a schematic diagram of the structure of the information processing device in the game provided in the embodiments of this application; Figure 12 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Detailed Implementation

[0014] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application. At the same time, in the description of the embodiments of this application, the terms "first," "second," etc., are only used to distinguish descriptions and should not be construed as indicating or implying relative importance. Thus, features defined with "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of this application, "multiple" means two or more, unless otherwise explicitly specified.

[0015] Before providing a detailed explanation of the embodiments of this application, some terms involved in the embodiments of this application will be explained.

[0016] The graphical user interface (GUI) is a graphical user interface obtained by executing software applications on the processor of a mobile terminal or other terminal and rendering them on a display screen. It can be the display screen interface of the terminal device. The GUI can include a UI interface for player interaction and a game screen. The UI interface can include game controls (e.g., skill controls, movement controls, function controls), indicators (e.g., direction indicators, character indicators), information display areas (e.g., kill count, match time), or game setting controls (e.g., system settings, shop, coins). In an optional implementation, the game screen is the display screen corresponding to the virtual scene shown on the terminal device. This game screen presents the entire virtual scene, or only a part of the virtual scene can be presented when the virtual scene is large. The virtual scene includes multiple static virtual objects, specifically including ground, mountains, rocks, vegetation, buildings, etc., and also multiple dynamic virtual objects, such as virtual characters, NPC characters, AI characters, etc., that execute game logic within the virtual scene.

[0017] The virtual scene refers to the virtual scene displayed (or provided) by the application when it runs on a terminal or server. Optionally, the virtual scene can be a simulation environment of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene; this application embodiment does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Users can control virtual characters to move within the virtual scene.

[0018] In an optional implementation, the game screen is the display screen corresponding to the virtual scene displayed on the terminal device. The game screen may include virtual objects such as virtual characters, NPC characters, and AI characters that execute game logic in the virtual scene.

[0019] A virtual character refers to a controllable, dynamic object within a virtual scene. Optionally, the virtual character can be a virtual person, virtual animal, anime character, etc. The virtual character can be a virtual avatar representing the user within the virtual scene. A virtual scene can include at least one virtual character, each with its own shape and volume, occupying a portion of the virtual scene's space. In one possible implementation, the user can control the virtual character's movement within the virtual scene, such as running, jumping, crawling, etc., and can also control the virtual character to use skills and virtual items provided by the application to fight against other virtual characters.

[0020] In this embodiment, the virtual character can be a virtual character controlled by the user through operations on the client. In some implementations, the virtual character can be a virtual figure competing in a virtual scene. In some implementations, the number of virtual characters participating in the interaction in the virtual scene can be preset or dynamically determined based on the number of clients joining the interaction.

[0021] This application provides an information processing method, apparatus, electronic device, and computer-readable storage medium for games.

[0022] Specifically, this embodiment will be described from the perspective of an information processing device in a game. This information processing device can be integrated into an electronic device, meaning that the information processing method in the game according to this embodiment can be executed by an electronic device. Optionally, the electronic device may include a terminal device. The terminal device may be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, game console, or personal computer (PC), etc.

[0023] The information processing method for games provided in this application can be applied to information processing systems such as those in games. This information processing system can include a player terminal device and a server. The terminal can be a device that includes both receiving and transmitting hardware, i.e., a device with receiving and transmitting hardware capable of performing bidirectional communication over a bidirectional communication link. The player terminal device and the server can communicate bidirectionally via a network.

[0024] Optionally, the server can be a standalone server, or a server network or server cluster, including but not limited to computers, network hosts, single network servers, multiple network server sets, or cloud servers composed of multiple servers. Cloud servers consist of a large number of computers or network servers based on cloud computing.

[0025] In one embodiment of this disclosure, the information processing method in the game can run on a local terminal device or a server. When the game interaction method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0026] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of in-game interaction methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0027] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0028] The following detailed description is provided in conjunction with the accompanying drawings. In this embodiment, the execution subject is a terminal device as an example. It should be noted that the order of description in the following embodiments is not intended to limit the preferred order of the embodiments. Although a logical order is shown in the flowcharts, in some cases, the steps shown or described may be performed in a different order than that shown in the accompanying drawings.

[0029] The information processing method in the game described in this embodiment can reduce the time required for tactical communication between teams.

[0030] Please refer to Figure 1 Taking a terminal as an example, this embodiment provides an information processing method in a game. The terminal provides a graphical user interface (GUI) that displays at least a portion of a virtual scene. The virtual scene includes a controlled virtual character and friendly virtual characters. The specific flow of this information processing method in the game can be summarized in steps 101-104, where: Step 101: Display multiple settings controls in the graphical user interface. These controls are used to set multiple dimensional attributes of the marker.

[0031] Among them, the controlled virtual character is the virtual character controlled by the current game account. The current game account is the game account currently logged into on the terminal device, and the player performs game operations through the current game account.

[0032] Understandably, in order to improve the fine-grained configuration during tactical design, the graphical user interface provided by the terminal can display multiple setting controls, so that players can use different setting controls to configure tactics in different dimensions, thereby achieving different dimension attributes marked by the configuration.

[0033] Specifically, different tactical configurations for different dimensions can be achieved through different setting controls, so as to obtain the dimensional attributes under the corresponding dimensions. For example, the setting controls can be used to configure the target object, tactical methods (such as action type, action route, etc.), etc. The specific settings can be configured according to the needs, and no restrictions are imposed here.

[0034] In some embodiments, the plurality of settings controls include at least two of the following: action type setting control, action route setting control, and target setting control.

[0035] The action type setting control is used to set the attributes of the marker under the tactical intent dimension. It can be understood that the above tactical intent dimension is used to indicate the player's current tactical intent in the virtual scene, that is, whether the player wants to attack other objects, or whether the player wants to go to a certain location, etc.

[0036] The action route setting control is used to set the attributes of the marker under the route dimension. It can be understood that the above route dimension is used to indicate the action route that the player wants to take in the current virtual scene, so that the virtual characters can maintain a specific formation through a specific action route, thereby better fulfilling the player's current tactical intentions.

[0037] The target object setting control is used to set the attributes of the marker in the target object dimension. It can be understood that the target object dimension is used to indicate the object that the player is currently cooperating with in the virtual scene, that is, the object indicated by the marker.

[0038] For example, such as Figure 2 As shown, Figure 2 The screen displays three setting controls: Control 201, Control 202, and Control 203. Controls 201, 202, and 203 are used to set different dimension attributes of a marker. For example, Control 201 sets the marker's dimension attribute to "action route," Control 202 sets the marker's dimension attribute to "action type," and Control 203 sets the marker's dimension attribute to "target object." Figure 2 The controlled virtual character 204 is the object of tactical cooperation.

[0039] For example, if the controlled virtual character 204 is a virtual character controlled by player A, then the object of tactical cooperation with the controlled virtual character 204 can be a virtual character controlled by at least one of the players B, C, and D who are in the same faction as the virtual character controlled by player A.

[0040] in, Figure 2 The top left corner displays the character icons of the controlled virtual character in the current game, as well as other virtual characters of the same faction as the controlled virtual character. These character icons can be... Figure 2 The player's name or ID can be the name of a virtual character, etc. The specific settings can be set according to the needs, and there are no restrictions here.

[0041] In some embodiments, since the dimension attributes of the markers set by different settings controls are different, the display styles of different settings controls are different in order to facilitate players to distinguish between the settings controls.

[0042] The display style of the control can be set randomly or based on the dimension attribute corresponding to the control (such as setting the information displayed on the control to indicate the dimension attribute of the set mark). The specific settings can be set according to the requirements and are not limited here.

[0043] Step 102: In response to a selection operation for multiple settings controls, determine the target tag configuration, which includes at least two dimension attributes of the tag.

[0044] The selection operation described above is used to trigger a specific setting control within the setting controls, thereby configuring the dimension attributes of the marker corresponding to that setting control.

[0045] The aforementioned target marker configuration is used to indicate the configuration information related to the marker, and the corresponding tactical markers can be displayed based on the target marker configuration.

[0046] It should be noted that different setting controls have different dimensional attributes, and the target marker configuration contains at least two dimensional attributes of the marker. In this regard, all the dimensional attributes contained in the target marker configuration can be configured by the player's selection operation of different setting controls. Alternatively, some of the dimensional attributes contained in the target marker configuration can be configured by the player's selection operation of at least one setting control, while the other part of the dimensional attributes contained in the target marker configuration can be determined by the default configuration of the setting control that has not been operated. That is, the dimensional attributes corresponding to the default configuration of the setting control that has not been operated are used as the dimensional attributes contained in the target marker configuration.

[0047] In some embodiments, each setting control may be configured with at least two candidate dimension attributes in one dimension, thereby determining the dimension attribute to be configured as the target marker from the configured candidate dimension attributes through a selection operation on the setting control.

[0048] In some embodiments, determining a target tag configuration in response to a selection operation of a plurality of settings controls includes: determining a target virtual character from a plurality of friendly virtual characters in response to a first selection operation of a first settings control among the plurality of settings controls.

[0049] In this embodiment, the first setting control can be the aforementioned target setting control. By performing a first selection operation on the first setting control, the dimension attribute marked under the target dimension is set, that is, the obtained dimension attribute is the target virtual character. The target virtual character can cooperate with the controlled virtual character to use the virtual character that cooperates with the controlled virtual character under the corresponding tactics, which can meet the player's expectations.

[0050] It should be noted that the target virtual character mentioned above can be another virtual character in the same faction as the controlled virtual character, or a virtual character temporarily matched with the controlled virtual character, or a virtual character in the same scene area as the controlled virtual character, etc. The specific settings can be made according to the needs, and there are no restrictions here.

[0051] In some embodiments, determining a target virtual character from multiple friendly virtual characters in response to a first selection operation on a first setting control among multiple setting controls includes: displaying multiple first setting sub-controls in response to a trigger operation on the first setting control among multiple setting controls, each first setting sub-control indicating a friendly virtual character; and determining the friendly virtual character indicated by the selected first setting sub-control as the target virtual character in response to a selection operation on the multiple first setting sub-controls.

[0052] In this embodiment, the terminal can trigger the setting of the dimension attribute of the mark under the target object dimension by responding to the trigger operation of the first setting control. By displaying multiple first setting sub-controls, the friendly virtual character indicated by different first setting sub-controls can be used as a settable dimension attribute. By selecting the first setting sub-control, the target virtual character can be selected as the dimension attribute set for the mark under the target object dimension.

[0053] Specifically, the terminal can identify in real time or pre-configure the friendly virtual characters that can currently cooperate with the controlled virtual character, and display multiple first setting sub-controls based on the friendly virtual characters. That is, each first setting sub-control indicates a friendly virtual character. A friendly virtual character may include, but is not limited to, a single friendly virtual character, a certain type of friendly virtual character, or all friendly virtual characters. Each type of friendly virtual character can be set according to the requirements, and there is no limitation here.

[0054] Accordingly, the information displayed on the first setting sub-control can indicate the corresponding friendly virtual character. The information displayed on the first setting sub-control can include, but is limited to, the character identifier (such as player ID, character name, etc.) indicating a single friendly virtual character, the character type identifier corresponding to a certain type of friendly virtual character, and all character identifiers (such as all) corresponding to all friendly virtual characters.

[0055] In some embodiments, displaying a plurality of first setting sub-controls in response to a trigger operation on a first setting control among a plurality of setting controls includes: displaying a plurality of first setting sub-controls in response to a press operation on a first setting control among a plurality of setting controls.

[0056] Accordingly, in response to a selection operation for multiple first setting sub-controls, determining the friendly virtual character indicated by the selected first setting sub-control as the target virtual character includes: in response to a movement operation that is continuous with the press operation, determining the friendly virtual character indicated by the first setting sub-control at the end position of the movement operation as the target virtual character.

[0057] Movement operations include, but are not limited to, swiping and dragging operations.

[0058] For example, based on Figure 2 The example shown can be used for Figure 2 Pressing the control 202 in the middle will display something like... Figure 3 The multiple first setting sub-controls shown, such as Figure 3 The control list contains various first-setting sub-controls that indicate different friendly virtual characters.

[0059] In this scenario, player A controls a controlled virtual character. Figure 3 The control “B” indicates the virtual character controlled by player B, the control “all” indicates the virtual characters controlled by all players, the control “C” indicates the virtual character controlled by player C, and the control “D” indicates the virtual character controlled by player D.

[0060] Then, based on the continuous movement operation of pressing at control 202, the player moves on the control list to a first setting sub-control and releases the button to complete the selection of the first setting sub-control.

[0061] In some embodiments, determining a target marker configuration in response to a selection operation for a plurality of settings controls includes: determining a target action type corresponding to a second settings control in response to a second selection operation for a second settings control among the plurality of settings controls.

[0062] In this embodiment, the second setting control can be the aforementioned action type setting control. By performing a second selection operation on the second setting control, the dimension attribute marked under the action type dimension is set. That is, the obtained dimension attribute is the target action type. The target action type can indicate the action type of the controlled virtual character when performing corresponding tactics, such as attack, defense, movement, etc. This is beneficial for the target virtual character cooperating with it to cooperate accordingly based on the target action type, so as to better meet the player's expectations.

[0063] It should be noted that the types of actions that the controlled virtual characters can mark in different types of game battle missions can be the same or different. The specific settings can be made according to the needs, and there are no restrictions here.

[0064] In some embodiments, in response to a second selection operation on a second setting control among a plurality of setting controls, determining the target action type corresponding to the second setting control includes: in response to a trigger operation on the second setting control among a plurality of setting controls, displaying a plurality of second setting sub-controls, each second setting sub-control indicating an action type; and in response to a selection operation on the plurality of second setting sub-controls, determining the action type indicated by the selected second setting sub-control as the target action type.

[0065] In this embodiment, the terminal can trigger the setting of the dimension attribute of the marker under the action type dimension by responding to the trigger operation of the second setting control. By displaying multiple second setting sub-controls, the action type indicated by different second setting sub-controls can be used as a settable dimension attribute. By selecting the second setting sub-control, the target action type adopted by the controlled virtual character can be selected as the dimension attribute set for the marker under the action type dimension.

[0066] Specifically, the terminal can identify that the currently controlled virtual character can adopt multiple different action types, and display the corresponding second setting sub-control based on these multiple different action types, that is, each second setting sub-control indicates an action type.

[0067] Furthermore, the information displayed on the second setting sub-control can indicate the corresponding action type. The information displayed on the second setting sub-control can include, but is limited to, text information indicating the action type, and patterns corresponding to the action type.

[0068] Specifically, displaying multiple second setting sub-controls in response to a trigger operation on a second setting control among multiple setting controls may include: displaying multiple second setting sub-controls in response to a press operation on a second setting control among multiple setting controls.

[0069] Accordingly, in response to a selection operation for multiple second setting sub-controls, determining the action type indicated by the selected second setting sub-control as the target action type may include: in response to a movement operation that is continuous with the press operation, determining the action type indicated by the second setting sub-control at the end position of the movement operation as the target action type.

[0070] Movement operations include, but are not limited to, swiping and dragging operations.

[0071] In some embodiments, the action types indicated by the plurality of second setting sub-controls include at least two of the following: point attack, move to point, and point deployment.

[0072] Among them, "point attack" is used to indicate that the player's current tactical intention is to attack a specific point, such as attacking a character at a certain point.

[0073] The "go to point" option indicates that the player's current tactical intention is to go to a specific point, such as a city located at a certain point.

[0074] Among them, point deployment is used to indicate the player's current tactical intention to defend specific points, such as defending a city at a certain point.

[0075] For example, based on Figure 2 The example shown can be used for Figure 2The control 201 in the middle is pressed. The dimension attribute of the marker set for this control 201 belongs to the action type dimension, so as to display as... Figure 4 The multiple second setting sub-controls shown are as follows: Figure 4 The list of controls contains multiple second-set sub-controls that indicate different action types under the action type dimension.

[0076] Then, based on the continuous movement operation of pressing at control 201, the player moves on the control list to a certain second setting sub-control and releases the button to complete the selection of the second setting sub-control, thereby realizing the setting of the dimension attribute of the marker under the action type dimension.

[0077] In some embodiments, determining a target marker configuration in response to a selection operation for a plurality of setting controls includes: determining a target action route corresponding to a third setting control in response to a third selection operation for a third setting control among the plurality of setting controls.

[0078] In this embodiment, the third setting control can be the aforementioned action route setting control. By performing a third selection operation on the third setting control, the dimension attribute marked under the action route dimension is set. That is, the obtained dimension attribute is the target action route. The target action route can indicate the action route of the controlled virtual character when performing corresponding tactics, such as concentrated advance, flanking from the left and right, main and auxiliary attack routes, etc. This is conducive to the target virtual character cooperating with it being able to cooperate accordingly based on the target action route, so as to better meet the player's expectations.

[0079] It should be noted that in different types of game battle missions, the movement routes that the controlled virtual characters can mark can be the same or different. The specific settings can be made according to the needs, and there are no restrictions here.

[0080] In some embodiments, in response to a third selection operation on a third setting control among a plurality of setting controls, determining the target action route corresponding to the third setting control includes: in response to a trigger operation on the third setting control among a plurality of setting controls, displaying a plurality of third setting sub-controls, each third setting sub-control indicating an action route; and in response to a selection operation on the plurality of third setting sub-controls, determining the action route indicated by the selected third setting sub-control as the target action route.

[0081] In this embodiment, the terminal can trigger the setting of the dimension attribute of the marker in the action route dimension by responding to the trigger operation of the third setting control. By displaying multiple third setting sub-controls, the action route indicated by different third setting sub-controls can be used as a settable dimension attribute. By selecting the third setting sub-control, the target action route adopted by the controlled virtual character can be selected as the dimension attribute set for the marker in the action route dimension.

[0082] Specifically, the terminal can identify that the currently controlled virtual character can take multiple different action routes, and display the corresponding third setting sub-control based on these multiple different action routes, that is, each third setting sub-control indicates an action route.

[0083] Furthermore, the information displayed on the third setting sub-control can indicate the corresponding action route. The information displayed on the third setting sub-control can include, but is limited to, text information indicating the action route, patterns corresponding to the action route, etc.

[0084] Specifically, responding to a trigger operation on a third setting control among multiple setting controls and displaying multiple third setting sub-controls may include: responding to a press operation on a third setting control among multiple setting controls and displaying multiple third setting sub-controls.

[0085] Accordingly, in response to a selection operation for multiple third setting sub-controls, determining the movement path indicated by the selected third setting sub-control as the target movement path may include: in response to a movement operation that is continuous with the press operation, determining the movement path indicated by the third setting sub-control at the end position of the movement operation as the target movement path.

[0086] Movement operations include, but are not limited to, swiping and dragging operations.

[0087] In some embodiments, the action routes indicated by the multiple third setting sub-controls include at least two of the following: a concentrated forward movement route, a flanking route from the left and right, and a main and secondary attack route.

[0088] The "Concentrated Forward Route" indicates the route that virtual characters currently engaged in tactical cooperation can take together to advance, such as concentrating their advance to a specific point.

[0089] Among them, the left and right flanking routes are used to indicate the routes that virtual characters currently engaged in tactical cooperation can take simultaneously in at least two directions, such as flanking left and right to advance to a certain point.

[0090] Among them, the main and auxiliary attack routes are used to indicate the routes that virtual characters currently cooperating tactically can take, with one virtual character taking the lead and the other virtual character taking the lead.

[0091] It should be noted that since different action routes need to be maintained by at least two characters moving along different routes, after determining the action route corresponding to the selected third setting sub-control, the corresponding virtual characters can be configured for each sub-route in the action route. For example, they can be configured through preset route allocation rules, randomly allocated, or specified by the player. The specific settings can be made according to the needs and are not limited here.

[0092] Optionally, the aforementioned preset route allocation rule may be: identifying the relative positional relationship between each sub-route and the virtual character engaging in tactical cooperation, and based on this relative positional relationship, assigning the sub-route to the nearest virtual character.

[0093] Optionally, the above-mentioned preset route allocation rule may be: to configure priority for each sub-route in different action routes, and to take the sub-route with the highest priority as the route for the controlled virtual character controlled by the current game account to advance. For example, the main and auxiliary attack routes may be the routes for the main attack, so as to prompt the controlled virtual character to make the main attack.

[0094] Correspondingly, friendly virtual characters are sorted according to a preset sorting rule, and then assigned to the corresponding friendly virtual characters in order of priority. The preset sorting rule may include, but is not limited to, at least one type of character information such as the character attributes, character combat power, time of joining the same faction, character identifier, and time of being selected by the player as the target of action.

[0095] For example, based on Figure 2 The example shown can be used for Figure 2 The control 203 in the middle is pressed. The dimension attribute of the marker set on the control 203 belongs to the action route dimension, so as to display as... Figure 5 The multiple third-party setting sub-controls shown are as follows: Figure 5 The control list contains multiple third-level sub-controls that indicate different tactical types under the dimension of action route.

[0096] Then, based on the continuous movement operation of pressing at control 203, the player moves on the control list to a certain third setting sub-control and releases the button to complete the selection of the third setting sub-control, thereby realizing the setting of the dimension attribute of the marker under the movement route dimension.

[0097] In some embodiments, to facilitate players' more intuitive viewing of the configuration information used by each setting control, different content can be displayed on the setting controls for differentiation, such as... Figure 2 The three setting controls shown display different information to indicate which tactical information the control is used to mark.

[0098] Optionally, the information displayed on the settings control can be the dimension attributes after the current settings control has been edited and configured. For example, the target virtual character that is tactically cooperating with the controlled virtual character can be displayed on the target object settings control, the target action type can be displayed on the action type settings control, and the target action route can be displayed on the action route settings control.

[0099] In some embodiments, when the target marker configuration needs to include the dimension attribute of the target setting control among multiple setting controls, the initial dimension attribute associated with the target setting control is used as one of the target marker configurations before the player makes a selection operation on the target setting control.

[0100] The initial dimension attribute is the default dimension attribute of the setting control. It can be the template information that the player has configured for each setting control in the tactical configuration panel, or the historical dimension attribute determined based on the player's historical marker configuration. The specific setting can be set according to the needs and is not limited here.

[0101] Optionally, if the player has not made any selections to some of the settings controls in the settings controls, then the pre-default dimension attributes can be displayed on the untouched settings controls. For example, if the untouched settings control is an object setting control, then the pre-configured default object for tactical cooperation with the controlled virtual character (all other virtual characters of the same faction) can be displayed on the object setting control.

[0102] Step 103: Respond to the marking operation for the target location in the virtual scene, and display the tactical mark corresponding to the target mark configuration at the target location in the virtual scene; wherein, the tactical mark is used to convey tactical instructions determined based on the target mark configuration to friendly virtual characters.

[0103] In this embodiment, after the terminal obtains the target marker configuration corresponding to the tactical marker, it can respond to the marking operation of the target position in the virtual scene to mark the target position where the tactical marker is displayed in the virtual scene, thereby displaying the tactical marker. This allows the player who is marking to convey their current tactical settings from multiple dimensions, enabling friendly virtual characters to quickly understand the expected cooperative tactics of the player who is marking, thus solving the current situation of vague and coarse marking.

[0104] For example, the terminal can combine the target, action type, and action route to set up a combined information prompting method. When providing information prompts through tactical markers, the tactical information to be conveyed can be granularized to achieve accurate communication to friendly virtual characters.

[0105] Optionally, the aforementioned target location can be used as a tactical location associated with tactical cooperation between the controlled virtual character and the target virtual character. For example, the location of the attacking target corresponding to the attack point targeted by the controlled virtual character and the target virtual character, and the location of the defending target corresponding to the defense point targeted by the controlled virtual character and the target virtual character. The target location needs to be marked so that the parties involved in the tactical cooperation can understand the current tactical settings.

[0106] In some embodiments, the graphical user interface further includes a virtual crosshair, which, in response to a marking operation for a target location in the virtual scene, displays a tactical marker corresponding to the target marking configuration at the target location in the virtual scene, including: controlling the virtual crosshair to move on the graphical user interface in response to a movement operation for the virtual crosshair; determining the current aiming position of the virtual crosshair in the virtual scene as the target location in response to a marking trigger operation; and displaying a tactical marker corresponding to the target marking configuration at the target location.

[0107] In this embodiment, a location in the virtual scene can be associated by moving the virtual crosshair. That is, the location that the virtual crosshair is pointing at is the currently associated location. Then, by triggering a mark operation, the currently associated location of the virtual crosshair is determined as the target location, so as to complete the display of tactical mark information based on the target location.

[0108] Among them, the marker trigger operation can be a trigger operation on a specific area on the graphical user interface, such as setting the area where the control is located, or the area where the controlled virtual character is located. It can also be a trigger operation on an external device (such as a mouse) associated with the terminal if no user operation is performed within a preset time.

[0109] In some embodiments, tactical markers include attribute hints corresponding to dimension attributes, and the display style of the attribute hints is determined based on the attribute type corresponding to the dimension attribute.

[0110] The types of attributes mentioned above are determined by the dimension to which the dimensional attribute belongs and / or the types of different dimensional attributes under the same dimension.

[0111] For example, the display style of the attribute hints for different dimensions is different.

[0112] For example, different types of dimensional attributes within the same dimension may have different display styles and colors for their attribute hints.

[0113] In some embodiments, the dimension attribute includes left and right flanking routes or primary and secondary attack routes, and the attribute prompt identifier includes at least two route prompt sub-identifiers, with each of the at least two route prompt sub-identifiers pointing to the target location along a different route.

[0114] In cases where the dimension attribute includes left and right flanking routes, at least two route hint sub-identifiers simultaneously point to the target location in the directions corresponding to the left and right flanking routes.

[0115] For example, such as Figure 6 As shown, Figure 6 The two arrows on the left and right are route hint sub-icons. These route hint sub-icons can be displayed around the target location, on the left and right sides of the target location, respectively, to indicate the movement routes of the controlled virtual character and the friendly virtual character, prompting the controlled virtual character and the friendly virtual character to form an encirclement.

[0116] in, Figure 6 The two arrows point to the middle marker, which represents the target location. The information displayed on this marker indicates the target action type configured under the action type dimension.

[0117] In cases where the dimensional attributes include primary and secondary attack routes, at least two route prompt sub-identifiers include a first route prompt sub-identifier and a second route prompt sub-identifier. The first route prompt sub-identifier is used to indicate the primary attack route pointing to the target location, and the second route prompt sub-identifier is used to indicate the secondary attack route against the primary attack route, so as to break through the core defense line through the primary attack route and restrain the enemy virtual character through the secondary attack route.

[0118] For example, such as Figure 7 As shown, Figure 7 Arrow A is the first route indicator used to indicate the main attack route, and Arrow B is the second route indicator used to indicate the auxiliary attack route. in, Figure 7 The two arrows point to the top-positioned identifier, which represents the target location. The information displayed on this identifier indicates the target action type configured under the action type dimension.

[0119] In some embodiments, the dimension attribute also includes the target virtual character, and the attribute hint identifier also includes the character identifier corresponding to the controlled virtual character and / or the target virtual character, and the character identifier is displayed in association with the route hint sub-identifier.

[0120] For example, such as Figure 7 As shown, Figure 7 The character associated with "Arrow A" is identified as "Object A", indicating that the virtual character to which "Object A" belongs should take the main attack route corresponding to "Arrow A". The character associated with "Arrow B" is identified as "Object B", indicating that the virtual character to which "Object B" belongs should take the auxiliary attack route corresponding to "Arrow B".

[0121] For example, in one scenario, the player's controlled virtual character, which is marked with tactical indicators by default, is associated with the main attack route. In this case, the player can request assistance from "Object B" to break through by selecting the main and secondary attack routes.

[0122] In some embodiments, when a target virtual character is determined from multiple friendly virtual characters in response to a first selection operation of a first setting control among multiple setting controls, the method further includes: sending tactical instructions to the target virtual character based on a target marker configuration.

[0123] Specifically, the above-mentioned method of sending tactical instructions to the target virtual character based on the target marker configuration may include, but is not limited to: the terminal to which the controlled virtual character belongs may send the tactical instructions to the terminal to which the friendly virtual character belongs, or may send the tactical instructions to the game server, which will then send them to the terminal to which the friendly virtual character belongs, so that the terminal to which the friendly virtual character belongs can provide corresponding information prompts based on the tactical instructions.

[0124] In some embodiments, if the controlled virtual character and the friendly virtual character are in the same faction, tactical markers can be displayed on the graphical user interface of other virtual characters in the same faction besides the controlled virtual character and the friendly virtual character, so that players of other virtual characters can clearly understand the tactics adopted by other players in the same faction.

[0125] As can be seen from the above, by displaying multiple setting controls in the graphical user interface, each setting control is used to set multiple dimensions of the marker's attributes; responding to selection operations on the multiple setting controls, the target marker configuration is determined, and the target marker configuration includes at least two dimensions of the marker; responding to marking operations on the target location in the virtual scene, a tactical marker corresponding to the target marker configuration is displayed at the target location in the virtual scene; wherein, the tactical marker is used to convey tactical instructions determined based on the target marker configuration to friendly virtual characters, thereby determining the target marker configuration including multiple different dimensions of attributes through the setting controls and displaying corresponding tactical prompts, so as to reduce the time spent on tactical communication between teams.

[0126] Please refer to Figure 8 Taking a terminal as an example, this embodiment provides an information processing method in a game. The specific flow of this information processing method in the game can be described in the following steps 801-802, wherein: Step 801: Respond to the tactical instructions sent by the friendly virtual character and determine the target marker configuration corresponding to the tactical instructions. The target marker configuration includes at least two dimension attributes of the marker set by the target game account for the target location.

[0127] The target game account is the account that controls the friendly virtual character. The target game account generates tactical instructions corresponding to tactical tags by configuring tags, and then sends the tactical instructions to the current terminal.

[0128] In this embodiment, after receiving a tactical command sent by a friendly virtual character, the target marker configuration corresponding to the tactical command can be obtained by analyzing the tactical command, that is, the target marker configuration associated with the aforementioned tactical marker.

[0129] It should be noted that the relevant descriptions of target marking configuration and tactical instructions can be found in the corresponding descriptions in the embodiments, and will not be repeated here.

[0130] Step 802: Display tactical markers corresponding to the target marker configuration at the target location in the virtual scene.

[0131] In this embodiment, after obtaining the target marker configuration corresponding to the tactical marker, the terminal can display the tactical marker to understand the tactical settings of the player who is marking the marker in multiple dimensions, so as to clarify the expected cooperative tactics of the player who is marking the marker, thereby solving the current situation of the marker being conveyed in a general and rough manner.

[0132] In some embodiments, displaying tactical markers corresponding to target marker configurations at target locations in a virtual scene includes: displaying configuration indication information corresponding to the target marker configurations on a graphical user interface; and displaying tactical markers corresponding to the target marker configurations at target locations in a virtual scene in response to a confirmation operation on the configuration indication information.

[0133] In this embodiment, the terminal can first display the corresponding configuration instruction information based on the target marker configuration to indicate that there is a target marker configuration sent by a friendly game character, so that the player can decide whether to accept the tactical instruction and cooperate tactically with the friendly virtual character. When the player accepts the tactical instruction, a confirmation operation for the configuration instruction information is performed on the graphical user interface so that the player can understand the relevant information of the current tactical cooperation.

[0134] The aforementioned configuration indication information may include, but is not limited to, at least a portion of the information in the target marker configuration, an information confirmation control, and configuration description information. The information confirmation control is used to allow players to confirm the configuration indication information, and the configuration description information is used to describe the configuration indication information so that players can understand that the information to be confirmed is related to the target marker configuration.

[0135] It should be noted that if the configuration instruction information includes at least some of the information in the target marker configuration, the display style corresponding to the target marker configuration in the configuration instruction information may be the same as or different from the display style corresponding to the target marker configuration in the tactical marker.

[0136] Optionally, the aforementioned information confirmation control can be displayed fixedly on the graphical user interface, or it can be configured with a corresponding display trigger event to display the information confirmation control on the graphical user interface when the player triggers the display trigger event.

[0137] For example, such as Figure 9 As shown, Figure 9 The display shows configuration instructions, namely Figure 9 The "arrow 901" icon, corresponding to the movement route in the map, indicates the movement route of the current virtual character. Figure 9 The character identifier "Object C" in the game is used to indicate a friendly virtual character participating in tactical cooperation. Figure 9 The location identifier 902 in the target location is used to indicate the target location.

[0138] In some embodiments, the graphical user interface further includes a virtual crosshair, which, in response to a confirmation operation on the configuration instruction information, displays a tactical marker corresponding to the target marker configuration at the target location in the virtual scene, including: controlling the virtual crosshair to move on the graphical user interface in response to a movement operation on the virtual crosshair; displaying an information confirmation control on the graphical user interface in response to the virtual crosshair moving to the configuration instruction information to trigger the aforementioned display trigger event; and displaying a tactical marker corresponding to the target marker configuration at the target location in the virtual scene based on the target location carried by the tactical instruction and the target marker configuration in response to a trigger operation on the information confirmation control.

[0139] Specifically, the configuration indication information includes the location identifier of the target location, and the information confirmation control displayed on the graphical user interface in response to the virtual crosshair moving to the location identifier of the configuration indication information may include: displaying the information confirmation control on the graphical user interface in response to the virtual crosshair moving to the location identifier of the target location, so that the player can make further event confirmation through the information confirmation control.

[0140] Specifically, displaying an information confirmation control on a graphical user interface may include, but is not limited to: displaying an information confirmation control at a preset control display position on the graphical user interface, or updating an existing control to an information confirmation control on the graphical user interface.

[0141] For example, the graphical user interface also includes a settings control for setting the dimension properties of the marker. In response to the virtual crosshair moving to the configuration indication information, the settings control is updated to an information confirmation control on the graphical user interface. Figure 9 Control 903 in the middle.

[0142] In some embodiments, the method further includes: displaying an information prompt window on a graphical user interface based on the target marker configuration, wherein the information prompt window displays scene area information corresponding to the target location and tactical marker information corresponding to the target marker configuration.

[0143] In this embodiment, the terminal can display an information prompt window, such as... Figure 10 As shown, Figure 10 The window shown in the upper right corner is designed to help players better view the area surrounding the target location involved in tactical cooperation, i.e., the scene area information corresponding to the target location. In addition, it displays the tactical marker information corresponding to the target marker configuration, so that players can better observe the relationship between the tactical marker and the target location when carrying out tactical cooperation.

[0144] Furthermore, players can see real-time movements near the target location from the information prompt window. For example, if the target marker configuration includes flanking routes to the left and right, and the player chooses the flanking route from the left, the character icon of the virtual character controlled by the player can be displayed in real-time on the corresponding route of the left flanking route in the information prompt window. This helps the player obtain the relative situation between themselves and the target location, such as changes in the surrounding environment, even without directly viewing the target location in the virtual scene. The character icons of friendly virtual characters can also be displayed in real-time on the corresponding route of the right flanking route in the information prompt window. This helps the player understand the actions of friendly virtual characters in real-time during tactical cooperation with controlled virtual characters, thereby improving the effectiveness of tactical cooperation.

[0145] In some embodiments, the tactical marking information includes at least two route hint sub-identifiers, each pointing to a target location via a different route. The method further includes: in response to the selection of at least two route hint sub-identifiers, determining the selected target route hint sub-identifier; and associating the role identifier of the controlled virtual character with the target route hint sub-identifier.

[0146] In this embodiment, since there are cases where the action route contains at least two action sub-routes, in order to make it easier for players to choose a suitable sub-route, the terminal can display the route prompt sub-identifiers corresponding to each sub-route. This not only prompts the player with the action route but also allows the player to select the sub-route they want to go to, i.e., the sub-route corresponding to the target route prompt sub-identifier. In this way, the character identifier of the controlled virtual character controlled by the player is associated with the target route prompt sub-identifier.

[0147] As can be seen from the above, by responding to tactical instructions sent by friendly virtual characters, the target marker configuration corresponding to the tactical instructions is determined. The target marker configuration includes at least two dimensions of the marker set by the target game account for the target location. The tactical marker corresponding to the target marker configuration is displayed at the target location in the virtual scene. Thus, by displaying the corresponding tactical prompt information through the target marker configuration which includes multiple different dimensions of attributes, the time required for tactical communication between teams can be reduced.

[0148] This embodiment also provides an information processing device for a game, which can be integrated into a terminal. The terminal provides a graphical user interface (GUI) that displays at least a portion of a virtual scene, including controlled virtual characters and friendly virtual characters. For example, such as... Figure 11 As shown, the information processing device in this game may include: The control display module 1101 is used to display multiple setting controls in a graphical user interface, and the multiple setting controls are used to set multiple dimension attributes of the marker. The configuration determination module 1102 is used to respond to the selection operation of multiple setting controls and determine the target tag configuration, which includes at least two dimension attributes of the tag; The marker display module 1103 is used to respond to the marking operation for the target location in the virtual scene and display the tactical marker corresponding to the target marker configuration at the target location in the virtual scene; Among them, tactical markers are used to convey tactical instructions to friendly virtual characters based on the target marker configuration.

[0149] In some embodiments, the plurality of settings controls include at least two of the following: action type setting control, action route setting control, and target setting control.

[0150] In some embodiments, the information processing device in the game further includes an instruction sending module, and the configuration determining module 1102 is specifically used for: In response to a first selection operation of the first setting control among multiple setting controls, determine the target virtual character from multiple friendly virtual characters; The instruction sending module is specifically used for: Send tactical instructions to the target virtual character based on the target marker configuration.

[0151] In some embodiments, the configuration determination module 1102 is specifically used for: In response to a trigger operation on the first setting control among multiple setting controls, multiple first setting sub-controls are displayed, each first setting sub-control being used to indicate a friendly virtual character; In response to a selection operation for multiple first setting sub-controls, the friendly virtual character indicated by the selected first setting sub-control is identified as the target virtual character.

[0152] In some embodiments, the configuration determination module 1102 is specifically used for: In response to a press operation on the first settings control among multiple settings controls, display multiple first settings sub-controls; In response to a movement operation that occurs consecutively with a press operation, the friendly virtual character indicated by the first setting sub-control at the end position of the movement operation is identified as the target virtual character.

[0153] In some embodiments, the configuration determination module 1102 is specifically used for: In response to a second selection operation for a second setting control among multiple setting controls, determine the target action type corresponding to the second setting control.

[0154] In some embodiments, the configuration determination module 1102 is specifically used for: In response to a trigger operation on a second setting control among multiple setting controls, multiple second setting sub-controls are displayed, each second setting sub-control indicating an action type; In response to a selection operation for multiple second setting sub-controls, the action type indicated by the selected second setting sub-control is determined as the target action type.

[0155] In some embodiments, the action types indicated by the plurality of second setting sub-controls include at least two of the following: point attack, move to point, and point deployment.

[0156] In some embodiments, the configuration determination module 1102 is specifically used for: In response to a third selection operation on a third setting control among multiple setting controls, determine the target action route corresponding to the third setting control.

[0157] In some embodiments, the configuration determination module 1102 is specifically used for: In response to a trigger operation on a third setting control among multiple setting controls, multiple third setting sub-controls are displayed, each of which indicates a course of action; In response to a selection operation for multiple third-party setting sub-controls, the action route indicated by the selected third-party setting sub-control is determined as the target action route.

[0158] In some embodiments, the action routes indicated by the multiple third setting sub-controls include at least two of the following: a concentrated forward movement route, a flanking route from the left and right, and a main and secondary attack route.

[0159] In some embodiments, tactical markers include attribute hints corresponding to dimension attributes, and the display style of the attribute hints is determined based on the attribute type corresponding to the dimension attribute.

[0160] In some embodiments, the dimension attribute includes left and right flanking routes or primary and secondary attack routes, and the attribute prompt identifier includes at least two route prompt sub-identifiers, with each of the at least two route prompt sub-identifiers pointing to the target location along a different route.

[0161] In some embodiments, the dimension attribute also includes the target virtual character, and the attribute hint identifier also includes the character identifier corresponding to the controlled virtual character and / or the target virtual character, and the character identifier is displayed in association with the route hint sub-identifier.

[0162] In some embodiments, the graphical user interface also includes a virtual crosshair, and the marker display module 1103 is specifically used for: In response to movement of the virtual crosshair, control the movement of the virtual crosshair on the graphical user interface; In response to the marker trigger operation, the current aiming position of the virtual crosshair in the virtual scene is determined as the target position; Display tactical markers at the target location that correspond to the target marker configuration.

[0163] As can be seen from the above, by displaying multiple setting controls in the graphical user interface, each setting control is used to set multiple dimensions of the marker's attributes; responding to selection operations on the multiple setting controls, the target marker configuration is determined, and the target marker configuration includes at least two dimensions of the marker; responding to marking operations on the target location in the virtual scene, a tactical marker corresponding to the target marker configuration is displayed at the target location in the virtual scene; wherein, the tactical marker is used to convey tactical instructions determined based on the target marker configuration to friendly virtual characters, thereby determining the target marker configuration including multiple different dimensions of attributes through the setting controls and displaying corresponding tactical prompts, so as to reduce the time spent on tactical communication between teams.

[0164] Accordingly, this application also provides an electronic device, which can be a terminal, such as a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. Alternatively, the electronic device can be a server.

[0165] like Figure 12 As shown, Figure 12This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device 1200 includes a processor 1201 with one or more processing cores, a memory 1202 with one or more computer-readable storage media, and a computer program stored in the memory 1202 and executable on the processor. The processor 1201 and the memory 1202 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0166] The processor 1201 is the control center of the electronic device 1200. It connects various parts of the electronic device 1200 via various interfaces and lines. By running or loading software programs and / or units stored in the memory 1202, and by calling data stored in the memory 1202, it executes various functions and processes data of the electronic device 1200, thereby providing overall monitoring of the electronic device 1200. The processor 1201 can be a central processing unit (CPU), a graphics processing unit (GPU), a network processor (NP), etc., and can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this application.

[0167] In this embodiment, the processor 1201 in the electronic device 1200 loads the instructions corresponding to the processes of one or more applications into the memory 1202 according to the following steps, and the processor 1201 runs the applications stored in the memory 1202 to realize various functions, such as: The graphical user interface displays multiple settings controls, each used to set multiple dimensional attributes of the marker. In response to a selection operation for multiple settings controls, determine the target tag configuration, which includes at least two dimension attributes of the tag; In response to a marking operation targeting a target location in a virtual scene, display a tactical marker at the target location in the virtual scene that corresponds to the target marking configuration; Among them, tactical markers are used to convey tactical instructions to friendly virtual characters based on the target marker configuration.

[0168] In some embodiments, the plurality of settings controls include at least two of the following: action type setting control, action route setting control, and target setting control.

[0169] In some embodiments, in response to a selection operation for multiple settings controls, determining a target marker configuration includes: In response to a first selection operation of the first setting control among multiple setting controls, determine the target virtual character from multiple friendly virtual characters; The method also includes: Send tactical instructions to the target virtual character based on the target marker configuration.

[0170] In some embodiments, determining a target virtual character from a plurality of friendly virtual characters in response to a first selection operation on a first settings control among a plurality of settings controls includes: In response to a trigger operation on the first setting control among multiple setting controls, multiple first setting sub-controls are displayed, each first setting sub-control being used to indicate a friendly virtual character; In response to a selection operation for multiple first setting sub-controls, the friendly virtual character indicated by the selected first setting sub-control is identified as the target virtual character.

[0171] In some embodiments, in response to a trigger operation on a first settings control among a plurality of settings controls, a plurality of first settings sub-controls are displayed, including: In response to a press operation on the first settings control among multiple settings controls, display multiple first settings sub-controls; In response to a selection operation involving multiple first-setting sub-controls, the friendly virtual character indicated by the selected first-setting sub-control is identified as the target virtual character, including: In response to a movement operation that occurs consecutively with a press operation, the friendly virtual character indicated by the first setting sub-control at the end position of the movement operation is identified as the target virtual character.

[0172] In some embodiments, in response to a selection operation for multiple settings controls, determining a target marker configuration includes: In response to a second selection operation for a second setting control among multiple setting controls, determine the target action type corresponding to the second setting control.

[0173] In some embodiments, in response to a second selection operation on a second setting control among a plurality of setting controls, determining the target action type corresponding to the second setting control includes: In response to a trigger operation on a second setting control among multiple setting controls, multiple second setting sub-controls are displayed, each second setting sub-control indicating an action type; In response to a selection operation for multiple second setting sub-controls, the action type indicated by the selected second setting sub-control is determined as the target action type.

[0174] In some embodiments, the action types indicated by the plurality of second setting sub-controls include at least two of the following: point attack, move to point, and point deployment.

[0175] In some embodiments, in response to a selection operation for multiple settings controls, determining a target marker configuration includes: In response to a third selection operation on a third setting control among multiple setting controls, determine the target action route corresponding to the third setting control.

[0176] In some embodiments, in response to a third selection operation on a third setting control among a plurality of setting controls, determining the target action route corresponding to the third setting control includes: In response to a trigger operation on a third setting control among multiple setting controls, multiple third setting sub-controls are displayed, each of which indicates a course of action; In response to a selection operation for multiple third-party setting sub-controls, the action route indicated by the selected third-party setting sub-control is determined as the target action route.

[0177] In some embodiments, the action routes indicated by the multiple third setting sub-controls include at least two of the following: a concentrated forward movement route, a flanking route from the left and right, and a main and secondary attack route.

[0178] In some embodiments, tactical markers include attribute hints corresponding to dimension attributes, and the display style of the attribute hints is determined based on the attribute type corresponding to the dimension attribute.

[0179] In some embodiments, the dimension attribute includes left and right flanking routes or primary and secondary attack routes, and the attribute prompt identifier includes at least two route prompt sub-identifiers, with each of the at least two route prompt sub-identifiers pointing to the target location along a different route.

[0180] In some embodiments, the dimension attribute also includes the target virtual character, and the attribute hint identifier also includes the character identifier corresponding to the controlled virtual character and / or the target virtual character, and the character identifier is displayed in association with the route hint sub-identifier.

[0181] In some embodiments, the graphical user interface further includes a virtual crosshair, which, in response to a marking operation on a target location in a virtual scene, displays tactical markers corresponding to the target marking configuration at the target location in the virtual scene, including: In response to movement of the virtual crosshair, control the movement of the virtual crosshair on the graphical user interface; In response to the marker trigger operation, the current aiming position of the virtual crosshair in the virtual scene is determined as the target position; Display tactical markers at the target location that correspond to the target marker configuration.

[0182] For example: Responding to tactical commands sent by friendly virtual characters, determine the target marker configuration corresponding to the tactical commands. The target marker configuration includes at least two dimensions of the marker set by the target game account for the target location. Display tactical markers corresponding to the target marker configuration at the target location in the virtual scene.

[0183] In some embodiments, the method is further specifically used for: Based on the target marker configuration, an information prompt window is displayed on the graphical user interface. The information prompt window displays scene area information corresponding to the target location, as well as tactical marker information corresponding to the target marker configuration.

[0184] In some embodiments, the tactical marking information includes at least two route hint sub-identifiers, each pointing to a target location via a different route; the method is further specifically used for: In response to the selection of at least two route suggestion sub-identifiers, determine the selected target route suggestion sub-identifier; Associate the controlled virtual character's role identifier with the target route hint sub-identifier and display them.

[0185] In some embodiments, displaying tactical markers corresponding to the target marker configuration at the target location in the virtual scene is specifically used for: Display the configuration indication information corresponding to the target marker configuration in the graphical user interface; In response to a confirmation operation on the configuration instruction information, tactical markers corresponding to the target marker configuration are displayed at the target location in the virtual scene.

[0186] In some embodiments, the graphical user interface also includes a virtual crosshair, which, in response to a confirmation operation of the configuration indication information, displays a tactical marker corresponding to the target marker configuration at the target location in the virtual scene, specifically for: In response to movement of the virtual crosshair, control the movement of the virtual crosshair on the graphical user interface; In response to the virtual crosshair moving to the configuration indication information, an event confirmation control is displayed on the graphical user interface; In response to the triggering operation of the event confirmation control, based on the target location and target marker configuration carried by the tactical command, the tactical marker corresponding to the target marker configuration is displayed at the target location in the virtual scene.

[0187] Therefore, the electronic device 1200 provided in this embodiment can bring the following technical effects: reduce the time required for tactical communication between teams.

[0188] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0189] Optional, such as Figure 12As shown, the electronic device 1200 also includes: a touch display screen 1203, a radio frequency circuit 1204, an audio circuit 1205, an input unit 1206, and a power supply 1207. The processor 1201 is electrically connected to the touch display screen 1203, the radio frequency circuit 1204, the audio circuit 1205, the input unit 1206, and the power supply 1207. Those skilled in the art will understand that... Figure 12 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0190] The touch display screen 1203 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 1203 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 1201. It can also receive and execute commands from the processor 1201. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 1201 to determine the type of touch event. Subsequently, the processor 1201 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 1203 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 1203 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 1203 can also be used as part of the input unit 1206 to achieve input functions.

[0191] The radio frequency circuit 1204 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.

[0192] Audio circuit 1205 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuit 1205 can convert received audio data into electrical signals and transmit them to the speaker, where the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuit 1205, converted back into audio data, and then processed by processor 1201 before being transmitted via radio frequency circuit 1204 to, for example, another electronic device, or output to memory 1202 for further processing. Audio circuit 1205 may also include an earphone jack to provide communication between peripheral headphones and electronic devices.

[0193] The input unit 1206 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0194] Power supply 1207 is used to supply power to various components of electronic device 1200. Optionally, power supply 1207 can be logically connected to processor 1201 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 1207 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0195] although Figure 12 As not shown in the diagram, the electronic device 1200 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0196] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.

[0197] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0198] Therefore, embodiments of this application provide a computer-readable storage medium storing multiple computer programs that can be loaded by a processor to execute any of the information processing methods in a game provided in embodiments of this application. The computer program can execute the steps of the information processing method in the game as follows: The graphical user interface displays multiple settings controls, each used to set multiple dimensional attributes of the marker. In response to a selection operation for multiple settings controls, determine the target tag configuration, which includes at least two dimension attributes of the tag; In response to a marking operation targeting a target location in a virtual scene, display a tactical marker at the target location in the virtual scene that corresponds to the target marking configuration; Among them, tactical markers are used to convey tactical instructions to friendly virtual characters based on the target marker configuration.

[0199] This computer program can also execute the following steps of information processing methods in games: Responding to tactical commands sent by friendly virtual characters, determine the target marker configuration corresponding to the tactical commands. The target marker configuration includes at least two dimensions of the marker set by the target game account for the target location. Display tactical markers corresponding to the target marker configuration at the target location in the virtual scene.

[0200] As can be seen, the computer program can be loaded by the processor to execute any of the information processing methods in the game provided in the embodiments of this application, thereby bringing about the following technical effects: reducing the time required for tactical communication between teams.

[0201] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0202] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0203] Since the computer program stored in the computer-readable storage medium can execute any of the information processing methods in the game provided in the embodiments of this application, the beneficial effects that the information processing methods in the game provided in the embodiments of this application can achieve can be realized. For details, please refer to the previous embodiments, which will not be repeated here.

[0204] According to one aspect of this application, a computer program product or computer program is also provided, comprising computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the methods provided in the various optional implementations of the above embodiments.

[0205] In the above embodiments of the information processing device, computer-readable storage medium, electronic device, and computer program product in the game, the descriptions of each embodiment have different focuses. Parts not described in detail in a certain embodiment can be referred to in the relevant descriptions of other embodiments. Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes and beneficial effects of the information processing device, computer-readable storage medium, computer program product, electronic device, and their corresponding units in the game described above can be referred to the description of the information processing method in the game as shown in the above embodiments, and will not be repeated here.

[0206] The foregoing has provided a detailed description of an information processing method, apparatus, electronic device, computer-readable storage medium, and computer program product for a game, as provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the embodiments above are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.

Claims

1. An information processing method in a game, characterized in that, The method includes providing a graphical user interface via a terminal, the graphical user interface displaying at least a portion of a virtual scene, the virtual scene including controlled virtual characters and friendly virtual characters, the method comprising: The graphical user interface displays multiple setting controls, which are used to set multiple dimensional attributes of the marker. In response to a selection operation of the plurality of setting controls, a target tag configuration is determined, the target tag configuration including at least two dimension attributes of the tag; In response to a marking operation for a target location in the virtual scene, a tactical marker corresponding to the target marking configuration is displayed at the target location in the virtual scene; The tactical markers are used to convey tactical instructions, determined based on the target marker configuration, to the friendly virtual characters.

2. The method as described in claim 1, characterized in that, The plurality of setting controls include at least two of the following: action type setting control, action route setting control, and target setting control.

3. The method as described in claim 1, characterized in that, The response to the selection operation of the plurality of setting controls determines the target marker configuration, including: In response to a first selection operation of a first setting control among the plurality of setting controls, a target virtual character is determined from a plurality of friendly virtual characters; The method further includes: Send tactical instructions to the target virtual character based on the target marker configuration.

4. The method as described in claim 3, characterized in that, The response is in response to a first selection operation of a first setting control among the plurality of setting controls, determining a target virtual character from a plurality of friendly virtual characters, including: In response to a trigger operation on the first setting control among the plurality of setting controls, a plurality of first setting sub-controls are displayed, each of the first setting sub-controls being used to indicate a friendly virtual character; In response to a selection operation for multiple first setting sub-controls, the friendly virtual character indicated by the selected first setting sub-control is identified as the target virtual character.

5. The method as described in claim 4, characterized in that, The response is based on a trigger operation of the first setting control among the plurality of setting controls, and displays a plurality of first setting sub-controls, including: In response to a press operation on the first setting control among the plurality of setting controls, multiple first setting sub-controls are displayed; The response, in response to a selection operation of multiple first setting sub-controls, identifies the friendly virtual character indicated by the selected first setting sub-control as the target virtual character, including: In response to a movement operation that occurs consecutively with the press operation, the friendly virtual character indicated by the first setting sub-control at the end position of the movement operation is identified as the target virtual character.

6. The method as described in claim 1, characterized in that, The response to the selection operation of the plurality of setting controls determines the target marker configuration, including: In response to a second selection operation of the second setting control among the plurality of setting controls, the target action type corresponding to the second setting control is determined.

7. The method as described in claim 6, characterized in that, The response, in response to a second selection operation of a second setting control among the plurality of setting controls, determines the target action type corresponding to the second setting control, including: In response to a trigger operation on a second setting control among the plurality of setting controls, a plurality of second setting sub-controls are displayed, each of the second setting sub-controls indicating an action type; In response to a selection operation for multiple second setting sub-controls, the action type indicated by the selected second setting sub-control is determined as the target action type.

8. The method as described in claim 7, characterized in that, The action types indicated by the plurality of second setting sub-controls include at least two of the following: point attack, move to point, and point deployment.

9. The method as described in claim 1, characterized in that, The response to the selection operation of the plurality of setting controls determines the target marker configuration, including: In response to a third selection operation on a third setting control among the plurality of setting controls, the target action route corresponding to the third setting control is determined.

10. The method as described in claim 9, characterized in that, The response, in response to a third selection operation of a third setting control among the plurality of setting controls, determines the target action route corresponding to the third setting control, including: In response to a trigger operation on a third setting control among the plurality of setting controls, a plurality of third setting sub-controls are displayed, each of the third setting sub-controls being used to indicate a route of action; In response to a selection operation for multiple third setting sub-controls, the action route indicated by the selected third setting sub-control is determined as the target action route.

11. The method as described in claim 10, characterized in that, The action routes indicated by the multiple third-set sub-controls include at least two of the following: a concentrated forward movement route, a flanking route from the left and right, and a main and auxiliary attack route.

12. The method as described in claim 1, characterized in that, The tactical markers include attribute hint identifiers corresponding to the dimensional attributes, and the display style of the attribute hint identifiers is determined based on the attribute type corresponding to the dimensional attributes.

13. The information processing method in a game as described in claim 12, characterized in that, The dimensional attributes include left and right flanking routes or main and secondary attack routes, and the attribute prompts include at least two route prompt sub-identifiers, with each of the at least two route prompt sub-identifiers pointing to the target location via a different route.

14. The information processing method in a game as described in claim 13, characterized in that, The dimension attribute also includes the target virtual character, and the attribute prompt identifier also includes the controlled virtual character and / or the character identifier corresponding to the target virtual character. The character identifier is displayed in association with the route prompt sub-identifier.

15. The information processing method in a game as described in claim 1, characterized in that, The graphical user interface also includes a virtual crosshair, and the response to a target location marking operation in the virtual scene displays a tactical marker corresponding to the target marking configuration at the target location in the virtual scene, including: In response to a movement operation on the virtual crosshair, the virtual crosshair is controlled to move on the graphical user interface; In response to the marker triggering operation, the current aiming position of the virtual crosshair in the virtual scene is determined as the target position; Tactical markers corresponding to the target marker configuration are displayed at the target location.

16. An information processing method in a game, characterized in that, The method includes: In response to tactical instructions sent by friendly virtual characters, determine the target marker configuration corresponding to the tactical instructions. The target marker configuration includes at least two dimension attributes of the marker set by the target game account for the target location. Tactical markers corresponding to the target marker configuration are displayed at the target location in the virtual scene.

17. The information processing method in a game as described in claim 16, characterized in that, The method further includes: Based on the target marker configuration, an information prompt window is displayed on the graphical user interface. The information prompt window displays scene area information corresponding to the target location, as well as tactical marker information corresponding to the target marker configuration.

18. The information processing method in a game as described in claim 17, characterized in that, The tactical marking information includes at least two route hint sub-identifiers, each of which points to the target location via a different route. The method further includes: In response to the selection of at least two of the route suggestion sub-identifiers, the selected target route suggestion sub-identifier is determined; The character identifier of the controlled virtual character is associated with the target route prompt sub-identifier and displayed.

19. The information processing method in a game as described in claim 16, characterized in that, The step of displaying tactical markers corresponding to the target marker configuration at the target location in the virtual scene includes: Display the configuration indication information corresponding to the target marker configuration in the graphical user interface; In response to a confirmation operation for the configuration instruction information, a tactical marker corresponding to the target marker configuration is displayed at the target location in the virtual scene.

20. The information processing method in a game as described in claim 19, characterized in that, The graphical user interface also includes a virtual crosshair, and the display of tactical markers corresponding to the target marker configuration at the target location in the virtual scene in response to a confirmation operation of the configuration indication information includes: In response to a movement operation on the virtual crosshair, the virtual crosshair is controlled to move on the graphical user interface; In response to the virtual crosshair moving to the configuration indication information, an event confirmation control is displayed on the graphical user interface; In response to the triggering operation of the event confirmation control, based on the target location carried by the tactical command and the target marker configuration, a tactical marker corresponding to the target marker configuration is displayed at the target location in the virtual scene.

21. An information processing device for games, characterized in that, The device provides a graphical user interface via a terminal, the graphical user interface displaying at least a portion of a virtual scene, the virtual scene including controlled virtual characters and friendly virtual characters, the device comprising: A control display module is used to display multiple setting controls on the graphical user interface, wherein the multiple setting controls are used to set multiple dimension attributes of the marker. A configuration determination module is used to respond to a selection operation for the plurality of setting controls and determine a target marker configuration, wherein the target marker configuration includes at least two dimension attributes of the marker; A marker display module is used to respond to a marking operation for a target location in the virtual scene and display a tactical marker corresponding to the target marker configuration at the target location in the virtual scene; The tactical markers are used to convey tactical instructions, determined based on the target marker configuration, to the friendly virtual characters.

22. An electronic device, characterized in that, The system includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform the steps of the information processing method in a game as described in any one of claims 1 to 20.

23. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the information processing method in a game as described in any one of claims 1 to 20.