Virtual object control method and apparatus, device, storage medium and program product

By allowing virtual objects in a team to automatically disperse and move when receiving reference operations in a virtual scene, the problem of low interaction efficiency in existing technologies is solved, and more efficient user-virtual object interaction is achieved.

WO2025218424A1PCT designated stage Publication Date: 2025-10-23TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 5 Cites 0 Cited by

Patent Information

Application Number
PCT/CN2025/083177
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-04-19
Filing Date
2025-03-18
Publication Date
2025-10-23

AI Technical Summary

Technical Problem

In a virtual scene, when a follower object moves along with other virtual objects, its movement route and destination are the same as those of other virtual objects. Users are only allowed to manually control the object after all objects have reached the same location, resulting in low efficiency of user interaction with virtual objects.

Method used

A method and apparatus are provided that allow virtual objects in a team to automatically move to different reference positions upon receiving a reference operation, thereby expanding the movement control methods by controlling the dispersed movement of each virtual object through computer equipment.

Benefits of technology

It improves the efficiency and experience of interaction between users and virtual objects, and enhances the human-computer interaction rate.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN2025083177_23102025_PF_FP_ABST
    Figure CN2025083177_23102025_PF_FP_ABST
Patent Text Reader

Abstract

A virtual object control method and apparatus, a device, a storage medium and a program product. The method comprises: displaying at least two virtual objects in a same team (210); displaying a picture of a follower object moving along with a first virtual object, the first virtual object being one among the at least two virtual objects, and the follower object being a virtual object other than the first virtual object among the at least two virtual objects (220); and in response to a terminal device corresponding to a second virtual object receiving a reference operation, controlling a third virtual object to move to one reference position in a virtual scene, the second virtual object and the third virtual object being respectively one among the at least two virtual objects, and reference positions respectively corresponding to the at least two virtual objects being not completely the same (230). On the basis of the method, apparatus, device, storage medium and program product, the interaction efficiency between users and virtual objects can be improved.
Need to check novelty before this filing date? Find Prior Art

Description

Method, device, equipment, storage medium and program product for controlling virtual object

[0001] The present application claims priority from the Chinese patent application No. 202410480527.2 filed on April 19, 2024 and entitled "Method, device, equipment, storage medium and program product for controlling virtual object", the whole content of which is incorporated herein by reference. TECHNICAL FIELD

[0002] The present application relates to the technical field of virtual world, in particular to a method, device, equipment, storage medium and program product for controlling virtual object. BACKGROUND

[0003] In an application program including a virtual scene, a plurality of virtual objects are usually provided, and the plurality of virtual objects can form a team to enter the virtual scene. A team includes a follower object and other virtual objects, and the follower object can follow the movement of the other virtual objects. SUMMARY

[0004] The present application provides a method, device, equipment, storage medium and program product for controlling virtual object, which can expand the movement control mode of virtual objects in a virtual scene, thereby improving the interaction efficiency between users and virtual objects. The technical solution is as follows:

[0005] In one aspect, a method for controlling virtual object is provided, the method is executed by a computer device, and the method comprises:

[0006] displaying at least two virtual objects in the same team;

[0007] displaying a picture of a follower object following the movement of a first virtual object; the first virtual object is one of the at least two virtual objects; the follower object is a virtual object in the at least two virtual objects except the first virtual object;

[0008] in response to a terminal device corresponding to a second virtual object receiving a reference operation, controlling a third virtual object to move to a reference position in the virtual scene; the second virtual object and the third virtual object are respectively one of the at least two virtual objects, and the reference positions corresponding to the at least two virtual objects are not completely the same.

[0009] In another aspect, a device for controlling virtual object is provided, the device comprises:

[0010] a first display module configured to display at least two virtual objects in the same team;

[0011] The second display module is configured to display a picture in which a follower object moves following a first virtual object; the first virtual object is one of the at least two virtual objects; the follower object is a virtual object other than the first virtual object among the at least two virtual objects.

[0012] The moving module is configured to control a third virtual object to move to a reference position in the virtual scene in response to the terminal device corresponding to the second virtual object receiving a reference operation; the second virtual object and the third virtual object are respectively one of the at least two virtual objects, and the reference positions corresponding to the at least two virtual objects are not completely identical.

[0013] In another aspect, a computer device is provided, which includes a processor and a memory, and the memory stores at least one instruction, at least one program, a code set or an instruction set, which are loaded and executed by the processor to enable the computer device to implement the virtual object control method as described above.

[0014] In another aspect, a non-volatile computer readable storage medium is provided, which stores at least one instruction, at least one program, a code set or an instruction set, which are loaded and executed by a processor to enable a computer to implement the virtual object control method as described above.

[0015] In yet another aspect, a computer program product or computer program is provided, which includes computer instructions stored in a non-volatile computer readable storage medium. A processor of a computer device reads the computer instructions from the non-volatile computer readable storage medium, and the processor executes the computer instructions to enable the computer device to perform the virtual object control method provided in the various optional implementation manners described above.

[0016] In the case where multiple virtual objects follow one virtual object to move in a team, when a terminal device corresponding to one of the virtual objects receives a reference operation, each virtual object in the team can be automatically controlled to move to different positions in the virtual scene, without waiting for all virtual objects to move to the same position and then manually controlling the virtual object by the user, which expands the way of controlling the movement of virtual objects in the virtual scene, and further expands the way of the user controlling the virtual object to interact with the virtual scene, improves the interaction efficiency between the user and the virtual object, thereby improving the user's interaction experience and the human-computer interaction rate.

[0017] It should be understood that the foregoing general description and the following detailed description are only exemplary and explanatory and are not restrictive of the application. BRIEF DESCRIPTION OF DRAWINGS

[0018] FIG. 1 is a structural block diagram of a computer system according to an example embodiment of the present application;

[0019] FIG. 2 is a flowchart of a method for controlling a virtual object according to an example embodiment of the present application;

[0020] FIG. 3 is a schematic diagram of a prompt element according to an example embodiment of the present application;

[0021] FIG. 4 is a flowchart of a method for controlling a virtual object according to another example embodiment of the present application;

[0022] FIG. 5 is a schematic diagram of display of a scatter control according to an example embodiment of the present application;

[0023] FIG. 6 is a flowchart of a method for controlling a virtual object according to another example embodiment of the present application;

[0024] FIG. 7 is a schematic diagram of display of a selection control according to an example embodiment of the present application;

[0025] FIG. 8 is a schematic diagram of setting of a reference position of a candidate object according to an example embodiment of the present application;

[0026] FIG. 9 is a schematic diagram of display of a reference position distribution according to an example embodiment of the present application;

[0027] FIG. 10 is a schematic diagram of a parachute jump according to an example embodiment of the present application;

[0028] FIG. 11 is a schematic diagram of a landing point scatter button according to an example embodiment of the present application;

[0029] FIG. 12 is a schematic diagram of a landing point scatter according to an example embodiment of the present application;

[0030] FIG. 13 is a schematic diagram of a parachute jump from a teammate's perspective according to an example embodiment of the present application;

[0031] FIG. 14 is a schematic diagram of a teammate's slide according to an example embodiment of the present application;

[0032] FIG. 15 is a schematic diagram of a landing point scatter from a teammate's perspective according to an example embodiment of the present application;

[0033] FIG. 16 is a schematic diagram of a landing according to an example embodiment of the present application;

[0034] FIG. 17 is a flowchart of server-client interaction according to an example embodiment of the present application;

[0035] FIG. 18 is a diagram illustrating selection of a landing area according to an example embodiment of the present application;

[0036] FIG. 19 is a diagram illustrating filtering of a landing area according to an example embodiment of the present application;

[0037] FIG. 20 is a diagram illustrating filtering of a landing area according to another example embodiment of the present application;

[0038] FIG. 21 is a diagram illustrating filtering of a landing area according to another example embodiment of the present application;

[0039] FIG. 22 is a diagram illustrating filtering of a landing area according to another example embodiment of the present application;

[0040] FIG. 23 is a diagram illustrating filtering of a landing area according to another example embodiment of the present application;

[0041] FIG. 24 is a diagram illustrating filtering of a landing area according to another example embodiment of the present application;

[0042] FIG. 25 is a diagram illustrating assignment of a landing trajectory according to an example embodiment of the present application;

[0043] FIG. 26 is a block diagram of a control device for a virtual object according to an example embodiment of the present application;

[0044] FIG. 27 is a diagram illustrating a structure of a computer device according to an example embodiment of the present application.

[0045] The accompanying drawings, which are incorporated herein and form a part of the specification, illustrate embodiments consistent with the present application and, together with the description, further serve to explain the principles of the present application. DETAILED DESCRIPTION

[0046] The example embodiments will be described in detail herein with reference to the attached drawings. The description of the example embodiments is intended to apply to various embodiments and adaptations of the application. For example, although the example embodiments are described in the context of a virtual reality system, the example embodiments can be applied to other types of systems. The example embodiments are not intended to be limited to the embodiments described herein, but are to be accorded the full scope of the claims, and any equivalents thereof. The description of the example embodiments is intended to apply to all alternative embodiments and adaptations of the application.

[0047] For the sake of explanation, some concepts related to the present application are explained below.

[0048] 1) Virtual scene

[0049] A virtual scene is a virtual scene displayed (or provided) by an application running on a terminal. The virtual scene can be a simulated environment scene of the real world, a semi-simulated and semi-fictional environment scene, or a purely fictional environment scene. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. The following embodiments are exemplarily described with the virtual scene being a three-dimensional virtual scene, but the virtual scene is not limited thereto. In some embodiments, the virtual scene can also be referred to as a virtual environment, and the application can also be referred to as a client. Optionally, the virtual scene can also be used for a virtual scene battle between at least two virtual characters. Optionally, the virtual scene can also be used for a battle between at least two virtual characters using virtual props. Optionally, the virtual scene can also be used for a battle between at least two virtual characters using virtual props within a target area range, and the target area range can continuously decrease with the passage of time in the virtual scene.

[0050] The virtual scene is usually generated by an application in a computer device such as a terminal and displayed based on hardware (such as a screen) in the terminal. The terminal can be a mobile terminal such as a smartphone, a tablet computer, or an e-book reader. Alternatively, the terminal can also be a personal computer device such as a notebook computer or a stationary computer.

[0051] 2) Virtual object

[0052] A virtual object refers to an active object in a virtual scene. The active object can be at least one of a virtual person, a virtual character, a virtual animal, or a virtual vehicle. Optionally, when the virtual scene is a three-dimensional virtual scene, the virtual object is a three-dimensional model created based on an animation skeleton technology. Each virtual object has its own shape, volume, and orientation in the three-dimensional virtual scene and occupies a part of the space in the three-dimensional virtual scene.

[0053] 3) Shooting game

[0054] A shooting game refers to a game using attack props for long-range attacks. The shooting game can include, but is not limited to, a first-person shooting game, a third-person shooting game, and the like.

[0055] In the game, at least two virtual objects carry out a single round of battle mode in a virtual environment, for example, the virtual objects reach the purpose of surviving in the virtual environment by avoiding the damage initiated by other virtual objects and the dangers existing in the virtual environment (such as a toxic gas ring, a marsh, etc.), when the virtual object has zero life value in the virtual environment, the life of the virtual object in the virtual environment ends, and the virtual object that survives in the virtual environment at last is the winning side. Optionally, the battle starts at the time when the first client joins the battle and ends at the time when the last client exits the battle, and each client can control one or more virtual objects in the virtual environment. Optionally, the competition mode of the battle can include a single-player battle mode, a two-person team battle mode, or a multi-person team battle mode, and the embodiments of the application do not limit the battle mode. In some embodiments, for the game, the virtual object can also be referred to as a game character.

[0056] 4) UI (User Interface, user interface)

[0057] The user interface is the interface through which the user interacts with computer programs, devices or operating systems. UI design involves layout, color, icon, font, etc. to ensure that the user can easily understand and operate the software or device.

[0058] 5) Virtual Joystick

[0059] Virtual Joystick is an interactive control that simulates the function of a traditional physical joystick on touch screen mobile devices such as smartphones, tablets, etc. Virtual Joystick is usually displayed in the form of a circular or other shaped icon on the game interface, generally located in the lower left corner of the screen or other positions convenient for single-handed operation by the player. It is composed of a fixed background area (also known as the joystick base) and a movable control point (similar to the top of a physical joystick). The player controls the movement direction and speed of the game character by touching and dragging the control point within the background area. The angle and distance of the control point from the center determine the direction and speed of the game character's movement. For example, when the control point is dragged to the upper right of the screen, the game character may move to the upper right; the farther the control point is from the center, the faster the virtual character moves.

[0060] Virtual Joystick is an important movement method in mobile games today. When playing games on mobile devices, players generally control the movement of game characters to achieve their goals in the game. Virtual Joystick and other functional components on touch screen mobile devices receive signals and control the movement of game characters. The movement of game characters is achieved by sliding on the screen to control the interaction space of Virtual Joystick to deviate from its initial position. In some embodiments, the player can also be referred to as the user.

[0061] It should be noted that before collecting the relevant data of the user (for example, the account information of the user), and in the process of collecting the relevant data of the user, the application can display a prompt interface, a pop-up window or output voice prompt information for prompting the user that the relevant data of the user is being collected at present, so that the application only starts to perform the relevant steps of obtaining the relevant data of the user after obtaining the confirmation operation of the user to the prompt interface or the pop-up window, otherwise (that is, without obtaining the confirmation operation of the user to the prompt interface or the pop-up window), ending the relevant steps of obtaining the relevant data of the user, that is, not obtaining the relevant data of the user. In other words, all the user data collected by the application is collected under the condition that the user agrees and authorizes, and the collection, use and processing of the relevant user data need to comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0062] In the related art, in the following state of the follower object following the movement of other virtual objects, when all virtual objects in the team reach the target position, the follower object automatically disconnects the following relationship with other virtual objects, at this time the terminal devices of different virtual objects can control their respective virtual objects to move freely.

[0063] However, in the above-mentioned scheme, when the follower object follows other virtual objects to move, the moving route and the arrival position of the follower object are consistent with those of other virtual objects, and it is necessary to wait until all virtual objects follow to move to the same position, and then manually control the movement of the virtual object by the user of each virtual object, the way of controlling the movement of the virtual object is single, thereby affecting the interaction efficiency between the user and the virtual object.

[0064] FIG. 1 shows a structural block diagram of a computer system provided by an example embodiment of the application. The computer system 100 includes a first terminal 110, a server 120 and a second terminal 130.

[0065] The first terminal 110 is installed and runs a client 111 supporting a virtual scene, which can be a multiplayer online battle program. When the first terminal 110 runs the client 111, a user interface of the client 111 is displayed on a screen of the first terminal 110. The client 111 can be any one of a simulation program, a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a multiplayer online battle arena game (MOBA), and a simulation game (SLG). In this embodiment, the client 111 is taken as an example of a battle royale shooting game. The first terminal 110 is a terminal used by a first user 112, and the first user 112 uses the first terminal 110 to control a first virtual object in a virtual scene for activities, which can be referred to as a virtual object of the first user 112. The activities of the first virtual object include, but are not limited to, at least one of moving, jumping, teleporting, releasing a skill, using a prop, adjusting a body posture, crawling, walking, running, riding, flying, driving, picking up, shooting, attacking, and throwing. Illustratively, the first virtual object is any virtual object, such as a simulation character role or an animation character role.

[0066] The second terminal 130 is installed and runs a client 131 supporting a virtual scene, which can be a multiplayer online battle program. When the second terminal 130 runs the client 131, a user interface of the client 131 is displayed on a screen of the second terminal 130. The client 131 can be any one of a simulation program, a battle royale shooting game, a VR application, an AR program, a three-dimensional map program, a virtual reality game, an augmented reality game, an FPS, a TPS, a MOBA, and an SLG, and in this embodiment, the client 131 is taken as an example of a battle royale shooting game. The second terminal 130 is a terminal used by a second user 132, and the second user 132 uses the second terminal 130 to control a second virtual object in a virtual scene for activities, which can be referred to as a virtual object of the second user 132. Illustratively, the second virtual object is any virtual object, such as a simulation character role or an animation character role.

[0067] Optionally, the first virtual object and the second virtual object are in the same virtual scene. Optionally, the first virtual object and the second virtual object can belong to the same camp, the same team, the same organization, have a friendship relationship, or have temporary communication authority. Optionally, the first virtual object and the second virtual object can belong to different camps, different teams, different organizations, or have an enemy relationship.

[0068] Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of clients on different operating system platforms (Android or IOS). The first terminal 110 can refer to one of a plurality of terminals, and the second terminal 130 can refer to another of the plurality of terminals. The embodiments are only exemplified by the first terminal 110 and the second terminal 130. In some embodiments, the terminal can also be referred to as a terminal device, a user terminal device, etc. The first terminal 110 and the second terminal 130 can be the same or different in device type, which includes at least one of a smartphone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, a laptop computer, and a desktop computer.

[0069] Only two terminals are shown in FIG. 1, but in different embodiments, there are a plurality of other terminals 140 that can access the server 120. Optionally, there is also one or more terminals 140 that are corresponding terminals of developers, and a development and editing platform of the client supporting the virtual scene is installed on the terminal 140. The developers can edit and update the client on the terminal 140, and transmit the updated client installation package to the server 120 through a wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.

[0070] The first terminal 110, the second terminal 130, and the other terminals 140 are connected to the server 120 through a wireless network or a wired network.

[0071] The server 120 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for the client supporting the virtual scene. Optionally, the server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or the server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or the server 120 and the terminal adopt a distributed computing architecture for collaborative computing.

[0072] In an illustrative example, the server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-oriented input / output interface (I / O interface) 125. The processor 122 is configured to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is configured to store data of user accounts used by the first terminal 110, the second terminal 130, and other terminals 140, such as avatars of the user accounts, nicknames of the user accounts, battle power indexes of the user accounts, and service areas in which the user accounts are located. The battle service module 124 is configured to provide a plurality of battle rooms for users to perform battles, such as 1V1 battles, 3V3 battles, 5V5 battles, and the like. The user-oriented I / O interface 125 is configured to establish communication with the first terminal 110 and / or the second terminal 130 through a wireless network or a wired network to exchange data.

[0073] The method provided in the subsequent embodiments of the present application can be applied to at least one of the following scenarios, but is not limited thereto: a virtual reality application program, a three-dimensional map program, a simulation program, a Multiplayer Online Battle Arena Games (MOBA), a Simulation Game (SLG), and a multiplayer gun battle survival game, and the following embodiments are exemplarily described in the application in the game.

[0074] FIG. 2 shows a flowchart of a method for controlling virtual objects according to an example embodiment of the present application. The method can be executed by a computer device, which can be the first terminal 110 / the second terminal 130 in the system shown in FIG. 1, or the computer device can be the server 120 in the system shown in FIG. 1, or the computer device can include the first terminal 110 / the second terminal 130 and the server 120 in the system shown in FIG. 1. The method includes the following steps 210-230:

[0075] Step 210: Display at least two virtual objects in the same team.

[0076] In some embodiments, the at least two virtual objects in the same team are displayed by displaying a scene interface of a virtual scene, and the virtual scene includes the at least two virtual objects in the same team. That is, the at least two virtual objects in the same team are displayed in the scene interface of the virtual scene.

[0077] In some embodiments, the computer device can display at least two virtual objects in the virtual scene interface. The virtual objects can be virtual objects controlled by user accounts logged in the terminal, and the virtual scene is used to provide a scene for virtual tactical competition between different virtual objects.

[0078] In some embodiments, different virtual objects can belong to different teams in the virtual scene, and each team can include at least two virtual objects. Different teams can be in an enemy relationship, an ally relationship, or a neutral relationship. Different virtual objects in the same team are in a friendly relationship, and a team can include a team leader, a deputy team leader, and a team member. In a possible implementation, the team leader, the deputy team leader, and the team member can be different virtual objects.

[0079] In some embodiments, the virtual scene can further include virtual buildings, virtual vehicles, and virtual items.

[0080] Step 220: display a picture in which a follower object follows the movement of a first virtual object; the first virtual object is one of the at least two virtual objects; and the follower object is a virtual object other than the first virtual object among the at least two virtual objects.

[0081] The first virtual object can be a virtual object of a team leader role in a team. For example, at the beginning of the virtual scene, the virtual object of the team leader role in the team first jumps out of the parachute, and the user corresponding to the other virtual object in the team selects to follow the jump, and the other virtual object is the follower object, and follows the virtual object of the team leader role to jump into the virtual scene.

[0082] Alternatively, the first virtual object can also be a virtual object of a non-team leader role in the team.

[0083] In some embodiments, the way of displaying the picture in which the follower object follows the movement of the first virtual object is: displaying the picture in which the follower object follows the movement of the first virtual object in the scene interface.

[0084] In some embodiments, the follower object can select to follow the first virtual object, and during the following process, the user terminal device corresponding to the follower object displays by default a view picture of the follower object, i.e., a scene picture obtained by shooting the virtual scene through a camera model corresponding / matching to the view angle of the follower object. The user terminal device corresponding to the follower object refers to the terminal device used by the user controlling the follower object. The view angle of the follower object can refer to the first person view angle of the follower object, or can refer to the third person view angle of the follower object. For the case where the view angle of the follower object refers to the first person view angle of the follower object, the camera model corresponding / matching to the view angle of the follower object is usually located at the head position of the follower object; for the case where the view angle of the follower object refers to the third person view angle of the follower object, the camera model corresponding / matching to the view angle of the follower object is usually at a certain distance and relative position relationship with the follower object.

[0085] Alternatively, during the following process, the user terminal device corresponding to the follower object can also display by default a view picture of the first virtual object, i.e., a scene picture obtained by shooting the virtual scene through a camera model corresponding / matching to the view angle of the first virtual object. The view angle of the first virtual object can refer to the first person view angle of the first virtual object, or can refer to the third person view angle of the first virtual object. For the case where the view angle of the first virtual object refers to the first person view angle of the first virtual object, the camera model corresponding / matching to the view angle of the first virtual object is usually located at the head position of the first virtual object; for the case where the view angle of the first virtual object refers to the third person view angle of the first virtual object, the camera model corresponding / matching to the view angle of the first virtual object is usually at a certain distance and relative position relationship with the first virtual object.

[0086] In a possible implementation, the user controlling the follower object can trigger a control on the terminal device to switch the view angle displayed by default on the current terminal device to a third view angle, and at this time, the third view angle picture is displayed on the user terminal device corresponding to the follower object. The third view angle picture is a scene picture obtained by observing the virtual scene in the third view angle. In other words, the third view angle picture is a scene picture obtained by shooting the virtual scene through a camera model corresponding / matching to the third view angle. Exemplarily, the third view angle refers to a view angle other than the view angle of the follower object and the view angle of the first virtual object.

[0087] In some embodiments, the user corresponding to the first virtual object can control the first virtual object to launch a virtual attack on other virtual objects. The user corresponding to the follower object can control the follower object to launch a virtual attack on other virtual objects.

[0088] Exemplarily, the implementation manners of the attack operation on the other virtual object include, but are not limited to, at least one of clicking, sliding, and rotating, for example, clicking a touch screen or a button, sliding a touch screen or a handle, and rotating a terminal or a handle.

[0089] Exemplarily, the manner in which the first virtual object / follower object attacks includes, but is not limited to, at least one of firing a virtual shooting prop, throwing a virtual throwing prop, swinging a virtual weapon, and releasing a virtual skill. The embodiment is not limited in any way to the specific implementation manner of the virtual attack of the first virtual object on the other virtual object.

[0090] In some embodiments, the first virtual object / follower object can be carried by a virtual vehicle to a certain area in the virtual scene. Exemplarily, the virtual vehicle includes, but is not limited to, at least one of an airplane, a parachute, a glider, a car, a motorcycle, and a ship. In a possible implementation manner, the virtual vehicle can be carried by at least two virtual objects.

[0091] In the embodiment of the present application, when the follower object follows the first virtual object to move in the virtual scene, the moving direction, moving route, moving distance, and moving manner of the follower object are consistent with those of the first virtual object. In a possible implementation manner, the moving manner can be carrying a virtual vehicle, parachute jumping, wing suit flying, and the like. When the follower object follows the first virtual object to move, the follower object can carry a virtual vehicle to follow the first virtual object.

[0092] In some embodiments, the follower object can start to follow the first virtual object when the first virtual object is in a static state. The static state includes, but is not limited to, at least one of standing, squatting, lying down, and crouching in the virtual scene.

[0093] In some embodiments, the follower object can start to follow the first virtual object when the first virtual object is in a moving state. The moving state includes, but is not limited to, at least one of running, jumping, crawling, swimming, and driving in the virtual scene.

[0094] In some embodiments, the user of the follower object can trigger a following operation by a reference control of the terminal device to control the follower object to follow the first virtual user to move, for example, by performing a clicking, long-pressing, or sliding operation on the reference control. The reference control can be any control bound to the following operation, and the reference control can be located at any position in a scene interface of the virtual scene.

[0095] In some embodiments, the follower object can automatically follow the first virtual object when a reference condition is met, such as automatically following a teammate with higher blood or more resources when the follower object has lower blood or fewer resources. In other words, the reference condition can refer to the blood of the follower object being lower than a blood threshold, the resources being less than a resource threshold, and the like. The blood threshold and the resource threshold can be set according to experience, or can be flexibly adjusted according to application scenarios, and the embodiments of the present application do not limit this.

[0096] In some embodiments, the server can automatically assign the follower object to follow the first virtual object according to the task type of the virtual object in the virtual scene. For example, the current virtual scene contains six virtual objects, and the task type is to occupy a point (different teams of the same target point). At this time, the server divides the six virtual objects 1 to 6 in the virtual scene into two teams, team A and team B, according to the current number of people, and each team is assigned three different virtual objects (one of which is a team leader, and the other two are team members). Team A has virtual object 1 as the team leader (i.e., the first virtual object), virtual object 2 and virtual object 3 as the team members (i.e., the follower objects); team B has virtual object 4 as the team leader (i.e., the first virtual object), virtual object 5 and virtual object 6 as the team members (i.e., the follower objects); team A and team B are in an antagonistic relationship, and when performing the occupation task, virtual object 2 and virtual object 3 automatically follow virtual object 1 to move to the target point, and virtual object 5 and virtual object 6 automatically follow virtual object 4 to move to the target point.

[0097] Step 230: In response to the terminal device corresponding to the second virtual object receiving a reference operation, controlling the third virtual object to move to a reference position in the virtual scene; the second virtual object and the third virtual object are one of the at least two virtual objects, and the reference positions corresponding to the at least two virtual objects are not completely the same.

[0098] In some embodiments, the above-mentioned reference operation can be an operation triggered by a user on a control displayed on the terminal device.

[0099] The second virtual object and the first virtual object described above can be the same virtual object, or the second virtual object and the first virtual object described above can be different virtual objects.

[0100] The third virtual object is any one of the virtual objects in the team. For example, the third virtual object can be the first virtual object or the second virtual object, or another virtual object in the team other than the first virtual object and the second virtual object. In some embodiments, the computer device implementing the embodiments of the present application can be a terminal device corresponding to the third virtual object, i.e., a terminal device used by a user controlling the third virtual object.

[0101] In the embodiments of the present application, at least two virtual objects in the team have respective reference positions, and the respective reference positions of the at least two virtual objects in the team are not the same position. That is, after the terminal device corresponding to the second virtual object receives the reference operation, the virtual objects in the team will move to two or more positions in the virtual scene, so that the virtual objects in the team automatically disperse to different positions in the virtual scene while following the movement.

[0102] The reference position refers to a position in the virtual scene to which each virtual object in the team needs to move. The reference position can be automatically assigned by the computer device or manually selected by the user.

[0103] Optionally, the reference position can be determined according to a target task type of the third virtual object in the virtual scene, a role type of the third virtual object, or other conditions.

[0104] In some embodiments, the reference position can be determined according to a target task type of the third virtual object in the virtual scene. For example, when the target task of the third virtual object in the virtual scene is to occupy a point, the computer device controls the third virtual object to move to a task point closest to the third virtual object in the virtual scene after the terminal device corresponding to the second virtual object receives the reference operation.

[0105] In some embodiments, the reference position can also be determined according to a role type of the third virtual object in the virtual scene. For example, when the role of the third virtual object is a sniper, the computer device controls the third virtual object to move to a position area containing a virtual sniper rifle in the virtual scene after the terminal device corresponding to the second virtual object receives the reference operation.

[0106] In the embodiments of the present application, in the case that multiple virtual objects follow one virtual object to move in a team, when the terminal device corresponding to one of the virtual objects receives a reference operation, the virtual objects in the team can be automatically controlled to move to different positions in the virtual scene, without waiting for all the virtual objects to follow to move to the same position and then manually controlling the virtual object by the user of each virtual object, thereby expanding the moving manner of the virtual object in the virtual scene, further expanding the manner of the user controlling the virtual object to interact with the virtual scene, improving the interaction efficiency between the user and the virtual object, thereby improving the interaction experience of the user and improving the human-computer interaction rate.

[0107] Based on the above-mentioned scheme shown in the embodiments, in some embodiments, the reference position is located in one of the sub-regions in the first region, and the sub-regions where the reference positions corresponding to the at least two virtual objects are different; the first region is a region corresponding to the position of the second virtual object.

[0108] The first region is a region in the virtual scene. The first region is a region corresponding to the position of the second virtual object. The position of the second virtual object refers to the position of the second virtual object in the virtual scene. Exemplarily, the region corresponding to the position of the second virtual object refers to a reference range region around the mapping position corresponding to the position of the second virtual object. The mapping position can refer to a position obtained by mapping the position of the second virtual object on a target plane, and the target plane is a plane where the final moving position of the virtual object is located. Exemplarily, the target plane can refer to a ground plane in the virtual scene. The reference range region around the mapping position can be set according to experience, or can be flexibly adjusted according to the application scenario, and the embodiments of the present application do not limit this.

[0109] In some embodiments, the reference range region around the mapping position can be a circular region with the mapping position as the center and a reference length as the radius; or a three-dimensional region of the reference range with the mapping position as the center point; or a region of the reference range in the reference direction (east, south, west, north) with the mapping position as the starting point.

[0110] In some embodiments, the first region can be selected by the user, or can be determined by the computer device.

[0111] In some embodiments, the first region contains at least two sub-regions, and the coverage of different sub-regions in the virtual scene is different.

[0112] In the embodiments of the present application, the reference positions corresponding to the virtual objects in the team can be distributed in the area corresponding to the position of the second virtual object, so that in the process of automatic dispersion movement, the virtual objects will not be dispersed too far from each other, thereby ensuring the controllability of the dispersion positions of the virtual objects, improving the movement effect of the dispersion movement of the virtual objects, and further improving the interactive effect between the user and the virtual scene, improving the interactive experience of the user and the human-computer interaction rate.

[0113] In some embodiments, the sub-areas in which the reference positions corresponding to the at least two virtual objects are located are at least two sub-areas in the first area that are arranged in front in the order of the area priority from high to low.

[0114] In the embodiments of the present application, each sub-area in the first area has an area priority, the area priority of the sub-area is used to indicate the priority of the current sub-area in the first area being selected as a reference position, and the area priority of the sub-area is used for the computer device / user to refer to when determining the reference position of the virtual object. The sub-areas in which the reference positions corresponding to the at least two virtual objects are located are at least two sub-areas in the first area that have the highest area priority.

[0115] In some embodiments, the above-mentioned area priority can be pre-set by a developer, or obtained according to the arrangement order of the sub-areas after the computer device sorts the sub-areas according to the sorting condition. The sorting condition can be set according to experience, or flexibly adjusted according to the application scenario, and the embodiments of the present application do not limit this. Alternatively, the sorting condition can refer to arranging in the order of the area of the sub-area from large to small, or arranging in the order of the distance between the center point of the sub-area and the first area from small to large, or arranging in the order of the number of virtual resources contained in the sub-area from more to less, etc.

[0116] For example, in the first area, there are three types of sub-areas, namely (mountainous area, urban area, and town), the developer presets the area priority of the mountainous area as 3, the area priority of the urban area as 1, and the area priority of the town as 2 (the smaller the number, the higher the area priority), and the above-mentioned three sub-areas are sorted in the order of the area priority from high to low, and the sorting result is urban area, town, and mountainous area in turn. At this time, the computer device defaults to select the two sub-areas arranged in front (urban area and town) as the sub-areas in which the reference positions corresponding to the at least two virtual objects are located.

[0117] In the embodiments of the present application, the sub-area where the reference position is located is determined according to the area priority, which can make the virtual object more inclined to move towards a more important or more advantageous area, thereby completing the target task of the team, making the reference position of the automatic movement of the virtual object in the virtual scene more accurate, thereby improving the interaction effect between the user and the virtual scene, and further improving the user's interactive experience and the human-computer interaction rate.

[0118] In some embodiments, the area priority of the sub-area is associated with at least one of the following information:

[0119] The number of virtual resources contained in the sub-area;

[0120] The type of virtual resources contained in the sub-area;

[0121] The area type of the sub-area.

[0122] In some embodiments, the virtual resources mentioned above are resources that can be used by the virtual object in the virtual scene. The virtual resources can be virtual items, skills, props, etc. that the virtual object obtains, utilizes or exchanges in the virtual scene.

[0123] In some embodiments, the type of virtual resources mentioned above includes but is not limited to:

[0124] 1) Virtual props and virtual equipment: Virtual props and virtual equipment can enhance the attributes of the corresponding role of the virtual object, such as ability, defense, attack, etc. For example, virtual medicine, virtual armor, etc. The virtual object can obtain these virtual props and virtual equipment by exploration, battle or task completion.

[0125] 2) Skills and experience: Skills and experience are the abilities of the role of the virtual object that are continuously improved in the game. Through task completion, battle or other activities, the virtual object can obtain experience values and use them to improve the skill level of the role or unlock new skills.

[0126] 3) Virtual natural resources: such as minerals, timber, food, etc., which are used by the virtual object to make items, build buildings or complete tasks in the virtual scene. The virtual object can collect these resources to meet the needs in the virtual scene.

[0127] 4) Special ability or permission: for example, unlocking a new map area or obtaining a special role skill.

[0128] In some embodiments, the area type of the sub-area mentioned above includes but is not limited to:

[0129] 1) Urban / Metropolis Area: Urban or metropolis areas are one of the common area types in virtual scenes, including streets, buildings, parks, shops, etc. Virtual objects can explore, interact, complete tasks, and interact with other virtual objects in urban or metropolis areas.

[0130] 2) Wilderness / Nature Area: Wilderness or nature areas usually include forests, grasslands, rivers, mountains, and other natural landscapes. Virtual objects can go on adventures, hunt, collect resources, and other activities in these areas.

[0131] 3) Underground / Cave Area: Underground or cave areas usually include mazes, cave systems, dungeons, etc. Virtual objects can find virtual object treasures, fight virtual monsters, explore secrets, and other activities in these areas.

[0132] 4) Water / Ocean Area: Water or ocean areas include lakes, rivers, oceans, and other water landscapes. Virtual objects can go on sailing, fishing, diving, and other activities in water or ocean areas.

[0133] 5) Desert / Wasteland Area: Desert or wasteland areas usually include sand dunes, rocks, desert vegetation, and other landscapes. Virtual objects can challenge extreme environments, find hidden treasures, and other activities in these areas.

[0134] 6) Snow / Ice Area: Snow or ice areas usually include snow-capped mountains, glaciers, frozen lakes, and other landscapes. Virtual objects need to cope with extreme cold environments, climb steep peaks, and other challenges.

[0135] 7) Castle / Fortress Area: Castle or fortress areas are another type of virtual scene, usually including walls, towers, palaces, and other buildings. Virtual objects can participate in battles, defend castles, or attack fortresses in these areas.

[0136] 8) City Ruins / Abandoned Area: City ruins or abandoned areas are city buildings that have been abandoned or forgotten. Virtual objects can find artifacts, understand history, fight monsters in ruins, and other activities in these areas.

[0137] In some embodiments, each of the above area types can be further divided into different subtypes, for example, urban / metropolis areas can be further divided into houses, warehouses, etc.; the above wilderness / nature areas can be further divided into forest land, mountain slope, etc.

[0138] In some embodiments, the region priority of a sub-region is associated with the number of virtual resources contained in the sub-region. Illustratively, the region priority of a sub-region is positively correlated with the number of virtual resources contained in the sub-region. That is, in a first region, the more virtual resources contained in a certain sub-region, the higher the region priority of the sub-region, for example, the first region contains two sub-regions, sub-region Al and sub-region Bl, sub-region Al contains more valuable resources or key items required for tasks than sub-region Bl, and thus sub-region Al is assigned a higher region priority than sub-region Bl, and when determining the sub-region where the reference position is located, sub-region Al is determined first.

[0139] In some embodiments, the region priority of a sub-region is associated with the type of virtual resources contained in the sub-region. Illustratively, in a first region, the type of virtual resources contained in a certain sub-region is related to the value of the virtual resources contained in the sub-region, and in this case, the region priority of a sub-region is positively correlated with the value of the virtual resources contained in the sub-region, that is, the higher the value of the virtual resources contained in the sub-region, the higher the region priority of the sub-region, for example, the first region contains two sub-regions, sub-region A2 and sub-region B2, sub-region A2 contains a plurality of different melee virtual props, and sub-region B2 contains a plurality of different ranged virtual props, the value of the melee virtual props is lower than the value of the ranged virtual props, and thus sub-region B2 is assigned a higher region priority than sub-region A2, and when determining the sub-region where the reference position is located, sub-region B2 is determined first.

[0140] In some embodiments, the region priority of a sub-region is associated with the region type of the sub-region. Illustratively, the region priority of a sub-region is positively correlated with the matching degree of the region type of the sub-region and the role type / task type of the virtual object, that is, the more matched the region type of a certain sub-region is with the role type / task type of the virtual object, the higher the region priority of the sub-region, for example, the first region contains two sub-regions, sub-region A3 and sub-region B3, the region type of sub-region A3 is a river, and the region type of sub-region B3 is a tower, and at this time, the role type of each virtual object is a sniper, and since sub-region B3 is an advantageous position for the sniper to perform tasks, the matching degree of sub-region B3 with the role type of the virtual object is higher than that of sub-region A3, and thus sub-region B3 is assigned a higher region priority than sub-region A3, and when determining the sub-region where the reference position is located, sub-region B3 is determined first.

[0141] In the embodiments of the present application, the region priority of a sub-region can be determined in combination with two different single information or in combination with three single information, in addition to being associated with a single information from among the number of virtual resources contained in the sub-region, the type of virtual resources contained in the sub-region, and the region type of the sub-region.

[0142] For example, different sub-regions are respectively assigned with a first sub-priority according to the number of virtual resources contained in the sub-regions; when the first sub-priorities of two or more sub-regions are the same, the region priority between the two or more sub-regions is further determined according to the type of virtual resources contained in each sub-region.

[0143] For another example, the region priority of a sub-region can also be determined in combination with two different single information or in combination with three single information, in the following manner: an index corresponding to the sub-region is determined according to each information to be considered; the indices determined according to the information to be considered are summed or weighted summed to obtain a measurement index of the sub-region, and the measurement index of the sub-region is in a positive correlation with the region priority of the sub-region. The information to be considered can include two or three single information from among the number of virtual resources contained in the sub-region, the type of virtual resources contained in the sub-region, and the region type of the sub-region.

[0144] For example, an index determined according to the number of virtual resources contained in a sub-region is in a positive correlation with the number of virtual resources contained in the sub-region; an index determined according to the type of virtual resources contained in a sub-region is in a positive correlation with the value corresponding to the type of virtual resources contained in the sub-region; and an index determined according to the type of a sub-region is in a positive correlation with the matching degree corresponding to the region type of the sub-region.

[0145] In the embodiments of the present application, by comprehensively considering multiple factors, the computer device can automatically determine the region priority of a sub-region according to the demand of a virtual scene / virtual object, guide the user to move and interact with different sub-regions, and make the virtual object more likely to move towards a more important or more advantageous region, so as to complete the target task of the team, make the reference position of the automatic movement of the virtual object in the virtual scene more accurate, and thus improve the interaction effect between the user and the virtual scene, further improve the interaction experience of the user, and improve the human-computer interaction rate.

[0146] In some embodiments, the position of the sub-region where the reference position of the third virtual object is located in the region queue is associated with the number of the third virtual object in the team; and the region queue is a queue in which at least two sub-regions are arranged in a descending order of region priority.

[0147] In the embodiments of the present application, each virtual object in the team has a number which is unique and is used to mark different virtual objects in the same team. The number can be determined by the order in which the virtual objects enter the virtual scene, or selected and assigned by the user corresponding to the captain in the team.

[0148] In some embodiments, the position of the sub-region where the reference position corresponding to the third virtual object is located in the region queue is determined by the number of the third virtual object in the team. For example, if the number of the third virtual object is 2, the position of the sub-region where the reference position corresponding to the third virtual object is located in the region queue is the second position. That is, the computer device can determine the sub-region whose priority is the second in the region queue as the sub-region where the reference position corresponding to the virtual object with the number 2 is located.

[0149] In some embodiments, the order of the sub-region where the reference position of each virtual object in the team is located is determined by the number of the virtual object in the team. For example, if the order number of the third virtual object in the team is 3, it means that the third virtual object is the third virtual object that determines the sub-region where the reference position is located.

[0150] In the embodiments of the present application, the sub-region where the reference position corresponding to the virtual object is located is associated with the number in the team, which helps to better manage the sub-region corresponding to each virtual object, improves the efficiency of task completion, guides the user to move to different sub-regions, expands the movement mode of the virtual object in the virtual scene, and further expands the way the user controls the virtual object to interact with the virtual scene, improves the interaction effect between the user and the virtual scene, and further improves the user's interactive experience and the human-computer interaction rate.

[0151] In some embodiments, the sub-region where the reference position corresponding to each of the at least two virtual objects is located is at least two sub-regions specified by the reference operation in each sub-region of the first region.

[0152] In some embodiments, the user corresponding to the second virtual object can specify the sub-region where the reference position corresponding to each virtual object in the team is located by the reference operation when performing the reference operation.

[0153] In the embodiments of the present application, the user can specify the sub-region where the reference position corresponding to each virtual object is located by the reference operation according to the demand, so that different virtual objects move to different sub-regions, which expands the movement mode of the virtual object in the virtual scene, and further expands the way the user controls the virtual object to interact with the virtual scene, improves the interaction effect between the user and the virtual scene, and ensures the controllability of the reference position corresponding to each virtual object.

[0154] In some embodiments, a prompt element is displayed, the prompt element being used to indicate a path for the third virtual object to move to the reference position. In some embodiments, the prompt element is displayed in the scene interface.

[0155] In embodiments of the present application, the prompt element described above can also be used to indicate the reference position corresponding to the third virtual object. When the third virtual object moves to the reference position, it moves along the guide route of the prompt element. Optionally, the prompt element can disappear when the third virtual object reaches the reference position.

[0156] In some embodiments, the display mode of the prompt element described above includes, but is not limited to, at least one of light column guidance, arrow indication, and light ray trajectory.

[0157] In some embodiments, the prompt element described above can emit guide information of different brightness. The brightness of the prompt element indicates the distance between the third virtual object and the reference position. For example, the lower the brightness of the prompt element, the closer the third virtual object is to the reference position. When the third virtual object reaches the reference position, the brightness disappears.

[0158] In other embodiments, the prompt element described above can be guide information of different depth of color. The depth of color of the prompt element indicates the distance between the third virtual object and the reference position. For example, the deeper the color of the prompt element, the closer the third virtual object is to the reference position. When the third virtual object reaches the reference position, the color disappears.

[0159] In embodiments of the present application, by displaying the prompt element on the terminal device, the path for the virtual object to move to the reference position is clearly indicated, guiding the virtual object to move to the reference position, improving the interaction effect between the user and the virtual scene, thereby improving the user's interactive experience and improving the human-computer interaction rate.

[0160] In some embodiments, based on the reference position corresponding to the fourth virtual object, a number of the fourth virtual object in the team is displayed; wherein the fourth virtual object is a virtual object in the team other than the third virtual object.

[0161] Illustratively, the implementation manner of displaying the number of the fourth virtual object in the team based on the reference position corresponding to the fourth virtual object can be: displaying the number of the fourth virtual object in the team on the reference position corresponding to the fourth virtual object.

[0162] Illustratively, the implementation manner of displaying the number of the fourth virtual object in the team based on the reference position corresponding to the fourth virtual object can also be: displaying the number of the fourth virtual object in the team in a sub-region containing the reference position corresponding to the fourth virtual object.

[0163] Exemplarily, based on the reference position corresponding to the fourth virtual object, the implementation manner of displaying the number of the fourth virtual object in the team can further be: displaying the number of the fourth virtual object in the team in a surrounding area (such as an upper area, a lower area, a left area, or a right area, etc.) of the reference position corresponding to the fourth virtual object.

[0164] In the embodiments of the present application, when the third virtual object moves to the reference position, the numbers of the other virtual objects in the team are displayed in the virtual scene, for example, the numbers of the other virtual objects in the team are displayed on the sub-area in the first area, indicating that a certain position in the current sub-area is the reference position of the virtual object corresponding to the number.

[0165] In some embodiments, when the fourth virtual object reaches the reference position corresponding thereto, the number information is not displayed.

[0166] In some embodiments, based on the reference position corresponding to the third virtual object, the number and the indication information of the third virtual object in the team are displayed. In some embodiments, the indication information is used to indicate at least one of a range of a sub-area containing the reference position corresponding to the third virtual object, a distance between the third virtual object and the reference position corresponding to the third virtual object.

[0167] Exemplarily, based on the reference position corresponding to the third virtual object, the implementation manner of displaying the number and the indication information of the third virtual object in the team can be: displaying the number and the indication information of the third virtual object in the team on the reference position corresponding to the third virtual object.

[0168] Exemplarily, based on the reference position corresponding to the third virtual object, the implementation manner of displaying the number and the indication information of the third virtual object in the team can further be: displaying the number and the indication information of the third virtual object in the team in a sub-area containing the reference position corresponding to the third virtual object.

[0169] Exemplarily, based on the reference position corresponding to the third virtual object, the implementation manner of displaying the number and the indication information of the third virtual object in the team can further be: displaying the number and the indication information of the third virtual object in the team in a surrounding area (such as an upper area, a lower area, a left area, or a right area, etc.) of the reference position corresponding to the third virtual object.

[0170] For the case that the indication information is used to indicate the range of the sub-area containing the reference position corresponding to the third virtual object, the indication information includes range information of the reference position corresponding to the third virtual object. The above-mentioned range information can indicate the range size of the sub-area containing the reference position corresponding to the third virtual object, and can be the range size of a graphical coverage with a certain point in the sub-area where the reference position corresponding to the third virtual object is located as a center point and a reference distance as a radius.

[0171] For the case that the indication information is used to indicate the distance between the third virtual object and the reference position corresponding to the third virtual object, the indication information comprises distance information of the third virtual object to the reference position, such as the distance information is displayed in the form of numbers, indicating the distance between the third virtual object and the reference position corresponding to the third virtual object.

[0172] In some embodiments, when the third virtual object moves to the reference position, the number and the indication information in the team of the third virtual object at the reference position corresponding to the third virtual object are displayed; after the third virtual object reaches the reference position, the number and the indication information at the reference position are not displayed.

[0173] In some embodiments, when the third virtual object moves to the reference position, the above indication information can change with the moving progress of the third virtual object. For example, when the third virtual object is closer to the reference position corresponding to the third virtual object, the color of the number and the indication information at the reference position is lighter, and when the third virtual object reaches the reference position, the number and the indication information at the reference position disappear; for another example, when the third virtual object is closer to the reference position corresponding to the third virtual object, the number displayed by the indication information at the reference position is smaller, and when the third virtual object reaches the reference position, the indication information displays 0 and then disappears.

[0174] For example, referring to FIG. 3, which is a schematic diagram of a prompt element according to an example embodiment of the present application. The prompt element (21a, 21b and 21c) is displayed in the scene interface 200, the prompt element 21a is displayed in the form of an arrow, used to indicate the path of the third virtual object moving to the reference position; the prompt element 21b is displayed in the form of highlighting, used to indicate the reference position corresponding to the third virtual object; the prompt element 21c is displayed in the form of a ring, used to indicate the range of the reference position corresponding to the third virtual object. The number 22 of the fourth virtual object in the team is displayed corresponding to the reference position of the fourth virtual object; wherein the fourth virtual object is a virtual object in the team except the third virtual object.

[0175] In the embodiments of the present application, when the fourth virtual object and the third virtual object belong to the same team, displaying the number of the fourth virtual object in the team at the reference position corresponding to the fourth virtual object can make the third virtual object more quickly and intuitively understand the reference position of other virtual objects, improve the interaction effect between the user and the virtual scene, and thus improve the user's interactive experience and the human-computer interaction rate.

[0176] In some embodiments, in response to the second virtual object being the same virtual object as the third virtual object, step 230 of FIG. 2 can be implemented as steps 230a and 230b of FIG. 4. Please refer to FIG. 4, which shows a flowchart of a method for controlling virtual objects according to an example embodiment of the present application, the method comprising:

[0177] Step 230a: displaying a dispersion control.

[0178] In some embodiments, the dispersion control is displayed in the scene interface.

[0179] The dispersion control is used to release the following relationship between the follower object and the first virtual object in the virtual scene interface, wherein the first virtual object is the followed object.

[0180] In the embodiments of the present application, the dispersion control can be displayed in any region of the scene interface, and the user can trigger the dispersion control to release the following relationship between the follower object and the first virtual object, and trigger the automatic movement of each virtual object to different reference positions.

[0181] In a possible implementation, in the case that the third virtual object satisfies the control display condition, the dispersion control can be displayed in the scene interface. For example, taking the case that the follower object in the team above follows the first virtual object to separate from the air vehicle in the virtual scene and lands on the ground (such as parachuting) as an example, the control display condition can include that the height of the third virtual object from the ground is in a reference height interval, the height of the first virtual object from the ground is in the reference height interval, the minimum height / average height of each virtual object in the team from the ground is in the reference height interval, and the like. The reference height interval can be set according to experience, or can be flexibly adjusted according to the experience scene, and the embodiments of the present application are not limited in this regard.

[0182] Alternatively, the control display condition can also include other conditions, such as the number of resources in the first region being greater than a reference number threshold, the distance between the first virtual object and the candidate position in the virtual scene being less than a reference distance threshold, and the like. The embodiments of the present application are not limited in this regard. The candidate position can be any position in the virtual scene. The reference number threshold and the reference distance threshold can be set according to experience, or can be flexibly adjusted according to the experience scene, and the embodiments of the present application are not limited in this regard.

[0183] Step 230b: in response to receiving a reference operation based on the dispersion control, controlling the third virtual object to move to a reference position in the virtual scene.

[0184] In some embodiments, the reference operation described above can be a triggering operation of the dispersion control by the user corresponding to the third virtual object, and the triggering manner can include, but is not limited to, at least one of single-click, long-press, sliding, double-click, etc.

[0185] In some embodiments, after the computer device (terminal device corresponding to the third virtual object) receives the triggering operation of the dispersion control by the user corresponding to the third virtual object, the computer device can automatically assign reference positions to each virtual object (including the third virtual object), or assign reference positions to each virtual object according to the indication of the reference operation, and the terminal device corresponding to each virtual object controls the corresponding virtual object to move to the corresponding reference position.

[0186] In some embodiments, the computer device can also actively trigger the dispersion control when a dispersion condition is met. The dispersion condition can be that the time length of the follower object following the first virtual object reaches a time length threshold. The time length threshold can be set according to experience, or can be flexibly adjusted according to experience scenarios, and the embodiments of the present application do not limit this. For example, when the time length of the follower object following the first virtual object reaches 8 seconds, the computer device automatically triggers the dispersion control, releases the following relationship between the follower object and the first virtual object, and assigns reference positions to each virtual object.

[0187] For example, referring to FIG. 5, FIG. 5 is a schematic diagram of the display of the dispersion control according to an example embodiment of the present application. In the scene interface 500, a player A 510 (i.e., the first virtual object) is displayed, a landing dispersion control 51 (i.e., the dispersion control) is displayed, and a parachute icon on the right side of a player B 520 (i.e., the follower object) indicates that the player B 520 follows the player A 510. The user corresponding to the player A 510 can click the landing dispersion control 51 to release the following relationship between the player B 520 and the player A 510. After the computer device receives the click operation performed on the dispersion control, the computer device controls the third virtual object (it is to be noted that in this example embodiment, the third virtual object, the second virtual object, and the first virtual object are the same virtual object) to move to a reference position in the virtual scene; and correspondingly, the terminal devices of other virtual objects also control their virtual objects to move to the corresponding reference positions, respectively.

[0188] In the embodiments of the present application, in the case that the second virtual object and the third virtual object are the same virtual object, the dispersion control is displayed on the terminal device of the third virtual object, and the user corresponding to the third virtual object can click the dispersion control to cancel the following relationship between different virtual objects in the same team, and the computer device automatically allocates a reference position to each virtual object to realize the movement of different virtual objects to different reference positions, which expands the movement mode of the virtual object in the virtual scene, and further expands the mode of the user controlling the virtual object to interact with the virtual scene, improves the interaction effect between the user and the virtual scene, and further improves the interaction experience of the user and the human-computer interaction rate.

[0189] In some embodiments, in the case that the second virtual object and the third virtual object are the same virtual object, when the reference position of each virtual object is the position indicated by the reference operation, step 230b of FIG. 4 can be implemented as steps 230b1, 230b2 and 230b3 in FIG. 6. Please refer to FIG. 6, which is a flow chart of a virtual object control method according to an example embodiment of the present application. The method comprises:

[0190] Step 230b1: in response to receiving the triggering operation on the dispersion control, display the selection control corresponding to each sub-region in the first region; the first region is the region corresponding to the position of the third virtual object.

[0191] In the embodiments of the present application, in the case that the second virtual object and the third virtual object are the same virtual object, the computer device can display the selection control corresponding to each sub-region on the computer device in response to receiving the triggering operation of the user of the third virtual object on the dispersion control. Each sub-region has a corresponding selection control, which can be in the form of a pattern or text, displayed at the center position of the sub-region or at a position around the sub-region (such as above the sub-region).

[0192] For example, please refer to FIG. 7, which is a schematic diagram of the display of the selection control according to an example embodiment of the present application. In response to receiving the triggering operation on the dispersion control, the computer device displays the selection control corresponding to each sub-region of the four different building types (control 71, control 72, control 73 and control 74) in the scene interface 700. The four controls are displayed in the form of a circle at the center position above the sub-region.

[0193] Step 230b2: in response to receiving the triggering operation on the selection control corresponding to the first sub-region, set a position of the first sub-region as the reference position corresponding to the candidate virtual object in the team; the candidate virtual object is a virtual object in the team that has not been set with a reference position.

[0194] In the embodiments of the present application, the reference position of the candidate virtual object in the team can be set by the performer user of the reference operation through the selection control, or can be set by the user corresponding to the candidate virtual object through the selection control, or can be set by the computer device automatically triggering the selection control under the condition of meeting the condition.

[0195] In some embodiments, in response to receiving the triggering operation on the selection control corresponding to the first sub-region, the selection control corresponding to each sub-region is displayed in the scene interface of the terminal device corresponding to the third virtual object, and the user of the terminal device corresponding to the third virtual object can perform selection operations on the selection controls of each sub-region in turn, so as to set each sub-region as the sub-region where the corresponding reference position of each virtual object is located in turn.

[0196] For example, the user of the terminal device corresponding to the third virtual object first clicks the selection control of the sub-region 1 to assign the sub-region 1 as the sub-region where the reference position of one virtual object in the team is located, and then the user of the terminal device corresponding to the third virtual object clicks the selection control of the sub-region 2 to assign the sub-region 2 as the sub-region where the reference position of another virtual object in the team is located, and so on, until all virtual objects in the team are assigned with the sub-region where the corresponding reference position is located.

[0197] In some embodiments, each sub-region can be assigned to one virtual object, that is, the selection control of each sub-region allows to be triggered once.

[0198] In other embodiments, each sub-region can be assigned to multiple virtual objects, that is, the selection control of each sub-region allows to be triggered multiple times. When one sub-region is assigned to multiple virtual objects, the reference positions corresponding to the multiple virtual objects can be the same position in the sub-region, such as the center position of the sub-region; or when one sub-region is assigned to multiple virtual objects, the reference positions corresponding to the multiple virtual objects can be different positions in the sub-region, for example, the sub-region is a building, the building has multiple entrances, and the reference positions corresponding to the multiple virtual objects can be the positions corresponding to the different entrances in the sub-region.

[0199] In some embodiments, in response to receiving the triggering operation on the selection control corresponding to the first sub-region, the computer device sets a position of the first sub-region as the reference position corresponding to the candidate virtual object in the team, and the triggered selection control disappears (that is, the selection control of each sub-region allows to be triggered once), or displays a selected special effect, which includes but is not limited to at least one of different colors, shadows, and patterns.

[0200] For example, refer to FIG. 8, which is a schematic diagram of setting the reference position of a candidate object according to an example embodiment of the present application. In response to receiving the triggering operation of the dispersion control, the terminal device displays four selection controls (control 81, control 82, control 83, and control 84) corresponding to the four different building types in the scene interface 800. The four controls are displayed in the form of a circle at the center of the sub-region above. In response to receiving the triggering operation of the selection control 84 corresponding to the first sub-region by the user of the third virtual object, the computer device sets a position of the first sub-region as the reference position of the candidate virtual object in the team.

[0201] In some other embodiments, in response to the dispersion control being triggered, no selection control is displayed in the scene interface. The user of the different third virtual object can click any position in the first region in the scene interface. A region around the clicked position can be determined as the sub-region where the reference position of the candidate virtual object is located. Optionally, a mark can be displayed on the sub-region to indicate that the current sub-region is selected as the sub-region where the reference position of the candidate virtual object is located.

[0202] Step 230b3: In the case where the reference positions of the at least two virtual objects are set, the third virtual object is controlled to move to the reference position corresponding to the third virtual object.

[0203] In some embodiments, in the case where all the virtual objects in the same team are set with the reference positions corresponding thereto in the scene interface, the terminal device corresponding to each virtual object (including the third virtual object) can automatically control the corresponding virtual object to move to the reference position corresponding thereto. Alternatively, the server of the virtual scene can automatically control each virtual object to move to the reference position corresponding thereto.

[0204] In the embodiments of the present application, the user of the third virtual object can independently select the sub-regions where the reference positions of the virtual objects in the team are located through the selection controls displayed by the terminal device, thereby expanding the way in which the user controls the virtual objects to interact with the virtual scene, improving the interaction effect between the user and the virtual scene, thereby improving the user's interactive experience and the human-computer interaction rate.

[0205] In some embodiments, the candidate virtual object is the virtual object with the smallest number in the team and without the set reference position.

[0206] In the embodiments of the present application, when the reference position of each virtual object is set, the currently selected sub-region is assigned as the virtual object in the team which has not been assigned and has the smallest number by default. That is, the sub-region where the reference position of each virtual object is located is assigned in turn according to the number of each virtual object in the team from small to large.

[0207] In the embodiments of the present application, the reference position of the virtual object is assigned according to the number of the virtual object which has not set the reference position in the team. The reference position of the candidate virtual object in the team is assigned to establish a clear priority, which helps to simplify the decision-making process, improve the user's interaction experience with the virtual scene, and further improve the human-computer interaction rate.

[0208] In some embodiments, after a position of the first sub-region is set as the reference position corresponding to the candidate virtual object in the team, the corresponding selection control of the first sub-region is cancelled.

[0209] In some embodiments, after the computer device / user sets a position of the first sub-region as the reference position corresponding to the candidate virtual object in the team, the terminal device cancels the display of the corresponding selection control of the first sub-region.

[0210] In other embodiments, after the computer device / user sets a position of the first sub-region as the reference position corresponding to the candidate virtual object in the team, the selection control is displayed to be set as a reference effect (such as displaying a tick on the selection control or displaying a shadow on the selection control) to indicate that the current selection control cannot be selected by other virtual objects.

[0211] In the embodiments of the present application, after the computer device / user sets the reference position corresponding to the virtual object, the corresponding selection control of the first sub-region is cancelled, which can effectively prompt the user that the currently selected sub-region, thereby avoiding subsequent user errors, improving user experience, increasing user game experience, improving the interaction effect between the user and the virtual scene, and further improving the human-computer interaction rate.

[0212] In some embodiments, in the case that there is no virtual resource in the first region, the reference positions of the virtual objects in the team other than the second virtual object are distributed around the reference position corresponding to the second virtual object, and the distance between the reference positions of the other virtual objects and the reference position corresponding to the second virtual object is a reference distance.

[0213] Exemplarily, refer to FIG. 9, which is a schematic diagram of the display of the reference positions according to an example embodiment of the present application. In FIG. 9, a first area 900 is displayed, and the reference position 91 corresponding to the second virtual object is displayed. In the case that there is no virtual resource in the first area 900, the reference positions corresponding to the other virtual objects in the team are numbered 1 to 4, respectively, as shown in FIG. 9. The reference positions corresponding to the other virtual objects are distributed at a distance of 7 meters from the reference position 91 corresponding to the second virtual object.

[0214] In the embodiments of the present application, in the case that there is no virtual resource in the first area, the reference positions of the other virtual objects except the second virtual object are distributed around the reference position of the second virtual object, which can avoid the positions of the virtual objects being too far apart after being scattered, thereby ensuring the controllability of the positions of the virtual objects after being scattered, effectively improving the interactive experience of the user with the virtual scene, and further improving the interactive effect between the user and the virtual scene and the human-computer interaction rate.

[0215] Based on the above-mentioned schemes shown in FIG. 2, FIG. 4 and FIG. 6, exemplarily, taking the above-mentioned virtual scene as a tactical competitive game, the application modes of the schemes shown in the above-mentioned embodiments of the present application are introduced as follows.

[0216] The present scheme proposes a solution for the team leader (i.e., the above-mentioned first virtual object) to operate the drop point scattering. After the team leader clicks the drop point scattering, the team members (i.e., the above-mentioned follower objects) can be automatically assigned to different housing areas for landing, so as to improve the efficiency of the initial search for resources. The team refers to the team composed of the team leader and the team members.

[0217] In the parachuting link of the tactical competitive game, when the team members parachute with the team leader, the team leader has the following view:

[0218] 1) Parachuting flight: the plane enters the jumpable area, the team leader clicks the parachute, the teammates follow the team leader to parachute, and the relative distance between the teammates and the team leader is fixed at 7M (Meter, meter). The relative distance between the teammates and the team leader refers to the distance between the position of the teammates in the virtual scene and the position of the team leader in the virtual scene. The position of the teammates in the virtual scene can refer to the position of any part of the teammates in the virtual scene, and the position of the team leader in the virtual scene can refer to the position of any part of the team leader in the virtual scene. Exemplarily, the virtual scene refers to a three-dimensional virtual scene, and the above-mentioned positions can be represented by three-dimensional coordinates.

[0219] Refer to FIG. 10, which shows a schematic diagram of the parachuting flight according to an example embodiment of the present application.

[0220] The jump interface 1000 in the virtual scene is displayed with the team leader 1010 and the carrying aircraft 1020, and the team leader 1010 is in a preparatory jump state. The left area 1000a is displayed with player 1 (a player controlling the current team leader 1010), and three other players (player 2, player 3, and player 4). According to the identification information displayed in the left area 1000a, it can be known that player 2 selects to jump with player 1, and player 4 selects to jump with player 3. The virtual object controlled by player 2 and the virtual object controlled by player 1 are in a team, in which the virtual object controlled by player 1 is the team leader, and the virtual object controlled by player 2 is the teammate. The virtual object controlled by player 3 and the virtual object controlled by player 4 are in another team, in which the virtual object controlled by player 3 is the team leader, and the virtual object controlled by player 4 is the teammate.

[0221] 2) Parachute sliding: please refer to FIG. 11, which shows a schematic diagram of a landing point dispersion button involved in an example embodiment of the present application.

[0222] In the scene interface 1100, after sliding in the air to an altitude of 300M, the team leader 1010 automatically opens the parachute and continues to slide in the air, and at this time, the relative fixed distance between the team leader 1010 and the team member is still 7M. The team member moves following the movement of the team leader 1010. At this time, the interface of the team leader 1010 appears the button 1100a of

landing point dispersion

[0223] 3) Landing point dispersion: please refer to FIG. 12, which shows a schematic diagram of landing point dispersion involved in an example embodiment of the present application.

[0224] After the team leader clicks

landing point dispersion

[0225] 4) Landing process: In the process of landing point dispersion, the team leader will release the fixed position relationship with the team member, and the flight trajectory of the team leader will uniformly descend from the current coordinates to the ground coordinates along the trajectory connection until the team leader lands on the ground. In this process, the team leader can rotate the view angle and will not deviate from the trajectory flight. However, if the team leader moves the direction joystick, it is determined as free flight, a prompt "Free landing mode is started" is displayed, and all UIs of the dispersed landing points are hidden. When the virtual object controlled by the player reaches the ground, all UIs of the dispersed landing points are hidden.

[0226] In the tactical competitive game, in the parachuting link of the team parachuting, the team member follows the team leader to parachute, and the perspective of the team member is as follows:

[0227] 1) Parachuting flight: the plane enters the parachuting area, the team leader clicks to parachute, the teammates follow the team leader to parachute, and the relative distance between the teammates and the team leader is fixed at 7M.

[0228] Please refer to FIG. 13, which shows a schematic diagram of the parachuting flight of the teammate perspective according to an example embodiment of the present application.

[0229] In the scene interface 1300, the teammate 1310 follows the team leader to prepare for parachuting.

[0230] 2) Parachute sliding: after the parachute is opened, the teammate still slides in the air following the team leader, and the teammate and the team leader maintain a fixed position distance.

[0231] Please refer to FIG. 14, which shows a schematic diagram of the teammate sliding according to an example embodiment of the present application.

[0232] In the scene interface 1400, the teammate 1310 slides following the team leader after opening the parachute.

[0233] 3) Point dispersion: please refer to FIG. 15, which shows a schematic diagram of the point dispersion of the teammate perspective according to an example embodiment of the present application.

[0234] In the scene interface 1500, after sliding in the air to a height range of 300M, when the team leader operates the

point dispersion

cancel following

[0235] 4) Landing process: after the team leader operates the

point dispersion

[0236] After the captain operates

fall point dispersion

[0237] Fall point range selection rules (as shown in FIG. 18). Please refer to FIG. 18, which shows a diagram of fall point range selection according to an example embodiment of the present application.

[0238] When the captain 18a enters an altitude of 300 meters-150 meters, the captain 18a is allowed to operate the

fall point dispersion

[0239] Ground fall point screening rules:

[0240] The server database records the coordinate points of all buildings in the map and the number of supplies in the buildings, as well as the outdoor supply points and the number of supplies. For example, the current coordinates of point A are (20, 20, 0). The server then filters out the building coordinate points within a 100-meter radius of point A. At this time, there are 3 team members following 1 captain jumping from the plane, so 4 fall points are needed, and the situation is as follows.

[0241] Case 1 (as shown in FIG. 19). Please refer to FIG. 19, which shows a diagram of ground fall point screening according to an example embodiment of the present application.

[0242] There are more than or equal to 4 buildings in the fall range. The background server filters out fall point 1, fall point 2, fall point 3, and fall point 4 according to the priority of more supplies > less supplies, and closer to point A > farther from point A.

[0243] Exemplarily, the way that the background server screens the drop point 1, the drop point 2, the drop point 3, and the drop point 4 according to the priorities of the large quantity of goods > the small quantity of goods and the close distance to the point A > the far distance to the point A can be as follows: for any building in the fallable range, a first index corresponding to the building is determined based on the quantity of goods in the building, the first index being positively correlated with the quantity of goods in the building; a second index corresponding to the building is determined based on the distance of the building to the point A, the second index being negatively correlated with the distance of the building to the point A; a measurement index corresponding to the building is determined based on the first index and the second index; the buildings are arranged in descending order of the measurement index, and the first four buildings are sequentially taken as the drop point 1, the drop point 2, the drop point 3, and the drop point 4.

[0244] Exemplarily, the way that the measurement index corresponding to the building is determined based on the first index and the second index can be as follows: the sum of the first index and the second index is taken as the measurement index corresponding to the building.

[0245] Exemplarily, the way that the measurement index corresponding to the building is determined based on the first index and the second index can also be as follows: the sum of a first product and a second product is taken as the measurement index corresponding to the building, the first product being a product of the first index and a first coefficient, and the second product being a product of the second index and a second coefficient. The first coefficient and the second coefficient are both positive numbers, and the first coefficient and the second coefficient can be set according to experience or flexibly adjusted according to application scenarios, which are not limited in the embodiments of the present application. In some embodiments, the sum of the first coefficient and the second coefficient is 1; in other embodiments, the sum of the first coefficient and the second coefficient is not 1.

[0246] Case two (as shown in FIG. 20): Please refer to FIG. 20, which shows a schematic diagram of ground drop point screening according to an exemplary embodiment of the present application.

[0247] There are less than four buildings greater than zero in the fallable range. Assuming that there are three buildings in the range, the buildings are marked according to the quantity of goods in the buildings, which are respectively the drop point 1, the drop point 2, and the drop point 3. The quantity of goods in the drop point 1 is greater than that in the drop point 2, and the quantity of goods in the drop point 2 is greater than that in the drop point 3. Next, it is determined whether there are goods points outside the buildings in the range. If there are goods points, the point with the largest quantity of goods is selected as the drop point 4. If there are no goods points, the drop point 1 (the building with the largest quantity of goods) is combined with the drop point 4 (the x-axis interval is 7M), that is, the drop point 1+4, the drop point 2, and the drop point 3 are generated (as shown in FIG. 21).

[0248] Case three (as shown in FIGS. 22-24): Please refer to FIGS. 22-24, which show schematic diagrams of ground drop point screening according to an exemplary embodiment of the present application.

[0249] There are no buildings in the fallable range. It is first determined whether there are goods points in the range.

[0250] Suppose there are 4 material points. As shown in FIG. 22, referring to FIG. 22, a schematic diagram of ground landing point screening involved in an example embodiment of the present application is shown. The 4 material points are sorted according to the priority of material quantity more > material quantity less, and landing point 1, landing point 2, landing point 3, and landing point 4 are obtained.

[0251] Suppose there are 3 material points. As shown in FIG. 23, referring to FIG. 23, a schematic diagram of ground landing point screening involved in an example embodiment of the present application is shown. The 3 material points are sorted according to the priority of material quantity more > material quantity less, and landing point 1, landing point 2, and landing point 3 are obtained, and landing point 4 is merged with landing point 1 (the material point with the largest quantity of materials), that is, landing point 1+4, landing point 2, and landing point 3 are generated.

[0252] Suppose there are no material points in the range. As shown in FIG. 24, referring to FIG. 24, a schematic diagram of ground landing point screening involved in an example embodiment of the present application is shown. Point A is landing point 1, and landing point 2, landing point 3, and landing point 4 with a distance of 7M from point A are generated.

[0253] The allocation rule of coordinate points is that the follower (the team leader) is defined as team member 1, team members 2, 3, and 4 are defined according to the order of following, and landing point 1, landing point 2, landing point 3, and landing point 4 are allocated respectively.

[0254] The landing track allocation rule is shown in FIG. 25, referring to FIG. 25, a schematic diagram of landing track allocation involved in an example embodiment of the present application is shown.

[0255] The background generates the flight routes of team member 1-landing point 1, team member 2-landing point 2, team member 3-landing point 3, and team member 4-landing point 4, and at this time the server returns the route data to the player client, and the flight route and the landing point of the team member in the team are displayed on the player client. The player falls in the flight mode of

landing point dispersion

[0256] In the tactical competitive game, the efficiency of searching for materials in the early stage is required to be high, and the technical solution can solve the problem that the team can be dispersed before landing at the material point, so as to automatically allocate the position of the material point, and avoid the situation that the team members follow the team leader to parachute and crowd at the same building entrance to search for materials. The efficiency of searching for materials in the early stage is greatly improved, and the search experience of materials is improved.

[0257] The above is only one embodiment of the present application, and should not be regarded as a limitation of the present application. Professionals should understand that various modifications and changes can be made to the embodiment to adapt to different application requirements. Therefore, the scope of the present application should be defined by the claims attached to the claims.

[0258] Please refer to FIG. 26, which shows a block diagram of a virtual object control apparatus provided in an example embodiment of the present application. The virtual object control apparatus can be implemented in hardware, or a combination of hardware and software, as all or a part of a computer device, to implement all or part of the steps in the above-described embodiments of FIG. 2, FIG. 4, and FIG. 6. As shown in FIG. 26, the virtual object control apparatus includes:

[0259] A first display module 2601 configured to display at least two virtual objects in a same team.

[0260] A second display module 2602 configured to display a screen in which a follower object moves following a first virtual object; the first virtual object is one of the at least two virtual objects; and the follower object is a virtual object other than the first virtual object among the at least two virtual objects.

[0261] A movement module 2603 configured to control a third virtual object to move to a reference position in the virtual scene in response to the terminal device corresponding to the second virtual object receiving a reference operation; the second virtual object and the third virtual object are respectively one of the at least two virtual objects, and the reference positions corresponding to the at least two virtual objects are not completely identical.

[0262] In some embodiments, the reference position is located in a sub-region in a first region, and the sub-regions in which the reference positions corresponding to the at least two virtual objects are located are different, and the first region is a region corresponding to a position of the second virtual object.

[0263] In some embodiments, the sub-regions in which the reference positions corresponding to the at least two virtual objects are located are at least two sub-regions arranged in front in an order from high to low of region priorities among the sub-regions of the first region.

[0264] In some embodiments, the region priority of the sub-region is associated with at least one of the following information:

[0265] A number of virtual resources contained in the sub-region;

[0266] A type of virtual resource contained in the sub-region;

[0267] A region type of the sub-region.

[0268] In some embodiments, a position of the sub-region in which the reference position corresponding to the third virtual object is located in a region queue is associated with a number of the third virtual object in the team;

[0269] The region queue is a queue in which the at least two sub-regions are arranged in an order from high to low of region priorities.

[0270] In some embodiments, the sub-regions where the reference positions corresponding to the at least two virtual objects respectively are at least two sub-regions specified by the reference operation among the respective sub-regions of the first region.

[0271] In some embodiments, the second display module 2602 is further configured to display, based on the reference position corresponding to the third virtual object, an indication of a number of the third virtual object in the team and indication information; and the indication information is used to indicate at least one of a range of a sub-region containing the reference position corresponding to the third virtual object, and a distance between the third virtual object and the reference position corresponding to the third virtual object.

[0272] In some embodiments, the second display module 2602 is further configured to display a prompt element, and the prompt element is used to indicate a path for the third virtual object to move to the reference position.

[0273] In some embodiments, the second display module 2602 is further configured to display, based on the reference position corresponding to the fourth virtual object, a number of the fourth virtual object in the team; and the fourth virtual object is a virtual object in the team other than the third virtual object.

[0274] In some embodiments, in response to the second virtual object and the third virtual object being the same virtual object, the moving module 2603 is configured to display a dispersion control; and in response to receiving a reference operation performed based on the dispersion control, control the third virtual object to move to a reference position in the virtual scene.

[0275] In some embodiments, the moving module 2603 is configured to,

[0276] In response to receiving a triggering operation on the dispersion control, display selection controls corresponding to respective sub-regions in the first region; and the first region is a region corresponding to a position of the third virtual object;

[0277] In response to receiving a triggering operation on the selection control corresponding to the first sub-region, set a position of the first sub-region as a reference position corresponding to a candidate virtual object in the team; and the candidate virtual object is a virtual object in the team that has not yet set a reference position.

[0278] In a case where the reference positions of the at least two virtual objects are set, control the third virtual object to move to the reference position corresponding to the third virtual object.

[0279] In some embodiments, the candidate virtual object is a virtual object in the team that has not yet set a reference position and has the smallest number in the team.

[0280] In some embodiments, the apparatus further comprises:

[0281] The canceling module is configured to cancel the selection control corresponding to the first sub-region after setting the position of the first sub-region to the reference position corresponding to the candidate virtual object in the team.

[0282] In some embodiments, in the case that there is no virtual resource in the first region, the reference positions corresponding to the virtual objects in the team other than the second virtual object are distributed around the reference position corresponding to the second virtual object, and the distance between the reference position of the other virtual object and the reference position of the second virtual object is a reference distance.

[0283] Please refer to FIG. 27, which is a structural schematic diagram of a computer device according to an example embodiment of the present application. The computer device 2700 includes a central processing unit (CPU) 2701, a system memory 2704 including a random access memory (RAM) 2702 and a read-only memory (ROM) 2703, and a system bus 2705 connecting the system memory 2704 and the central processing unit 2701. The computer device 2700 also includes a basic input / output system (I / O system) 2706 to help transfer information between various devices in the computer, and a mass storage device 2707 for storing an operating system 2713, application programs 2714, and other program modules 2715.

[0284] The basic input / output system 2706 includes a display 2708 for displaying information and an input device 2709 such as a mouse, keyboard, etc. for user input. The display 2708 and the input device 2709 are both connected to the central processing unit 2701 through an input / output controller 2710 connected to the system bus 2705. The basic input / output system 2706 can also include an input / output controller 2710 for receiving and processing input from a keyboard, mouse, or electronic stylus, and other devices. Similarly, the input / output controller 2710 also provides output to a display screen, printer, or other types of output devices.

[0285] The mass storage device 2707 is connected to the central processing unit 2701 through a mass storage controller (not shown) connected to the system bus 2705. The mass storage device 2707 and its associated computer readable media provide nonvolatile storage for computer device 2700. That is, the mass storage device 2707 can include a computer readable medium (not shown) such as a hard drive or a CD-ROM drive, among others.

[0286] Without loss of generality, the computer readable media can include computer storage media and communication media. Computer storage media includes volatile and nonvolatile, removable and non-removable media implemented in any method or technology for storage of information such as computer readable instructions, data structures, program modules or other data. Computer storage media includes, but is not limited to, RAM, ROM, EPROM, EEPROM, flash memory or other solid state memory technology, CD-ROM, digital video disc (DVD), or other optical disk storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices. It should be understood by those skilled in the art that computer storage media does not limit the computer readable media to the foregoing examples. The system memory 2704 and the mass storage device 2707 can be collectively referred to as memory.

[0287] The computer device 2700 can be connected to the Internet or other network devices through the network interface unit 2711 connected to the system bus 2705.

[0288] The memory further includes one or more programs stored in the memory, and the central processing unit 2701 implements all or part of the steps of the methods shown in FIG. 2, FIG. 4 and FIG. 6 by executing the one or more programs.

[0289] In an exemplary embodiment, a chip is also provided, which includes programmable logic circuit and / or program instructions, when the chip is running on a computer device, for implementing all or part of the steps of the methods shown in the various embodiments described above.

[0290] In an example embodiment, a computer program product or computer program is also provided, which includes computer instructions stored in a non-transitory computer-readable storage medium. A processor of a computer device reads the computer instructions from the non-transitory computer-readable storage medium, and the processor executes the computer instructions to cause the computer device to implement all or part of the steps of the methods illustrated in the various embodiments described above.

[0291] In an example embodiment, a non-transitory computer-readable storage medium is also provided, which stores a computer program loaded and executed by a processor to cause a computer to implement all or part of the steps of the methods illustrated in the various embodiments described above.

[0292] It can be understood by those skilled in the art that all or part of the steps of the above-mentioned embodiments can be completed by hardware, or by program to instruct related hardware, and the program can be stored in a non-transitory computer-readable storage medium, and the storage medium mentioned above can be a read-only memory, a magnetic disk or an optical disk, etc.

[0293] It can be understood by those skilled in the art that in one or more examples described above, the functions described in the embodiments of the present application can be implemented by hardware, software, firmware or any combination thereof. When implemented by software, these functions can be stored in a computer readable medium or transmitted as one or more instructions or codes on a computer readable medium. The computer readable medium includes computer storage medium and communication medium, wherein the communication medium includes any medium that facilitates the transmission of computer programs from one place to another. The storage medium can be any available medium that can be accessed by a general or special purpose computer.

[0294] It should be understood that "a plurality of", "at least two", mentioned herein refer to two or more. "And / or", describing the association between the associated objects, means that there can be three relationships, for example, A and / or B, which can mean that A exists alone, A and B exist together, and B exists alone. The character " / " generally represents that the associated objects before and after are in an "or" relationship.

[0295] The above is only optional embodiments of the present application, and does not limit the present application. Any modification, equivalent replacement, improvement, etc. made within the principles of the present application shall be included in the protection scope of the present application.

Claims

1. A control method of a virtual object, wherein, The method is executed by a computer device, and the method comprises: displaying at least two virtual objects in a same team; displaying a picture in which a follower object follows a first virtual object to move; the first virtual object is one of the at least two virtual objects; the follower object is a virtual object in the at least two virtual objects except the first virtual object; in response to a terminal device corresponding to a second virtual object receiving a reference operation, controlling a third virtual object to move to a reference position in a virtual scene; the second virtual object and the third virtual object are respectively one of the at least two virtual objects, and the reference positions corresponding to the at least two virtual objects are not completely same.

2. The method of claim 1, wherein, The reference positions are located in one sub-region in a first region, and the sub-regions in which the reference positions corresponding to the at least two virtual objects are located are different. The first region is a region corresponding to a position of the second virtual object.

3. The method of claim 2, wherein, The sub-regions in which the reference positions corresponding to the at least two virtual objects are located are at least two sub-regions in the sub-regions of the first region, which are arranged in an order from high to low according to region priorities.

4. The method of claim 3, wherein, The region priorities of the sub-regions are associated with at least one of the following information: a number of virtual resources contained in the sub-region; a type of virtual resource contained in the sub-region; a region type of the sub-region.

5. The method of claim 3 or 4, wherein, A position of the sub-region in which the reference position corresponding to the third virtual object is located in a region queue is associated with a number of the third virtual object in the team. The region queue is a queue in which at least two sub-regions are arranged in an order from high to low according to the region priorities.

6. The method of claim 2, wherein, The sub-regions in which the reference positions corresponding to the at least two virtual objects are located are at least two sub-regions in the sub-regions of the first region, which are specified by the reference operation.

7. The method of any one of claims 2 to 6, wherein, The method further comprises: displaying a number and indication information of the third virtual object in the team based on the reference position corresponding to the third virtual object; wherein the indication information is used to indicate at least one of a range of a sub-region containing the reference position corresponding to the third virtual object, and a distance between the third virtual object and the reference position corresponding to the third virtual object.

8. The method according to any one of claims 1 to 7, wherein, The method further comprises: displaying a prompt element used to indicate a path of the third virtual object moving to the reference position.

9. The method according to any one of claims 1 to 8, wherein, The method further comprises: displaying a number of a fourth virtual object in the team based on the reference position corresponding to the fourth virtual object; wherein the fourth virtual object is a virtual object in the team except the third virtual object.

10. The method according to any one of claims 1 to 9, wherein, In response to the second virtual object and the third virtual object being a same virtual object, the response to the terminal device corresponding to the second virtual object receiving the reference operation, controlling the third virtual object to move to the reference position in the virtual scene, comprises: displaying a dispersion control. In response to receiving the reference operation performed based on the scattering control, the third virtual object is controlled to move to one of the reference positions in the virtual scene.

11. The method of claim 10, wherein, The response to receiving the reference operation performed based on the scattering control includes: In response to receiving a triggering operation on the scattering control, display selection controls corresponding to respective sub-regions in a first region; the first region is a region corresponding to a position of the third virtual object; In response to receiving a triggering operation on the selection control corresponding to a first sub-region, set a position of the first sub-region as the reference position corresponding to a candidate virtual object in the team; the candidate virtual object is a virtual object in the team that has not yet set the reference position. In a case where the reference positions of at least two virtual objects are set, the third virtual object is controlled to move to the reference position corresponding to the third virtual object.

12. The method of claim 11, wherein, The candidate virtual object is a virtual object in the team that has not yet set the reference position and has the smallest number in the team.

13. The method of claim 11 or 12, wherein, The method further includes: After setting the position of the first sub-region as the reference position corresponding to the candidate virtual object in the team, cancel the selection control corresponding to the first sub-region.

14. The method of any one of claims 1 to 13, wherein, In a case where there is no virtual resource in the first region, the reference positions of virtual objects in the team other than the second virtual object are distributed around the reference position corresponding to the second virtual object, and the distance between the reference positions of the other virtual objects and the reference position of the second virtual object is a reference distance.

15. A control device of a virtual object, wherein, The apparatus includes: A first display module configured to display at least two virtual objects in a same team; A second display module configured to display a picture of a follower object following a first virtual object; the first virtual object is one of the at least two virtual objects; the follower object is a virtual object in the at least two virtual objects other than the first virtual object; A movement module configured to, in response to a terminal device corresponding to a second virtual object receiving a reference operation, control a third virtual object to move to a reference position in a virtual scene; the second virtual object and the third virtual object are respectively one of the at least two virtual objects, and the reference positions corresponding to the at least two virtual objects are not completely same.

16. A computer device, wherein, The computer device includes a processor and a memory, and the memory stores at least one computer instruction, which is loaded and executed by the processor, so that the computer device implements the virtual object control method according to any one of claims 1 to 14.

17. A non-transitory computer readable storage medium, wherein, The non-volatile computer readable storage medium stores at least one computer instruction, which is loaded and executed by the processor, so that the computer implements the virtual object control method according to any one of claims 1 to 14.

18. A computer program product, wherein, The computer program product comprises computer instructions stored in a non-volatile computer readable storage medium; the computer instructions are read and executed by a processor of a computer device, so that the computer device implements the virtual object control method according to any one of claims 1 to 14.

Citation Information

Patent Citations

  • Virtual object control method and device, terminal, storage medium and program product

    CN114425163A

  • Virtual character control method and device, electronic equipment and readable storage medium

    CN115888068A

  • Method and device for controlling virtual object in game, electronic equipment and storage medium

    CN115888108A

  • Game control method and device, electronic terminal and computer readable storage medium

    CN116351060A

  • Virtual character control method and device, storage medium and electronic device

    CN116531758A