![proxie cars proxie cars](https://i.ytimg.com/vi/TthJZ3R2eWc/maxresdefault.jpg)
![proxie cars proxie cars](https://farm8.staticflickr.com/7298/13887107444_c8501d9bb6_b.jpg)
Mirrors and screens UV mapping should be increased to cover the entire UV map.Mirrors and screens should have RTT texture: #(argb,256,512,1)r2t(rendertargetX,1.0) - where X in rendertarget should be a number corresponding to the renderTarget memory point.Reflectors should have their position defined in LightCarHeadYXX (Y is a side - R/L, XX is a number) and direction defined in LightCarHeadYXX_end.Mirrors and screens should have their camera position defined in pipX_pos and direction in pipX_dir - parameters pointPosition and pointDirection in class RenderTargets.There should be a point at the edge of each wheel named wheel_X_Y_bound which is used to determine wheel radius (distance from wheel axis is used for this) - there is no other need than placing the point at the edge, even memory points for tracks could be used for this, the name is defined in selected wheel as boundary.There should be an axis for each wheel named wheel_X_Y_axis (X is position of wheel from front, Y is 1 for left and 2 for right), the name is defined in selected wheel as center.Just the main body of car should be in this lod, wheels are added by engine later.Don't be afraid of having two geometries, it is going to be fixed with new tools. Current public Oxygen version doesn't support showing correct name of this lod and displays only Geometry instead.There needs to be a lod (4e13) consisting of convex components as simple as possible, some 60 faces shall be sufficient for most cars.Random visual variants (textures, accessories, doors).Please be aware of the Arma 3 Modding License.Īdditional functionality compared to A2/OA 4.11.2 Scripting commands for plate numbers:.4.8 Reflectors, markerlights and beacons.4.6 Picture in Picture for screens and mirrors.1 Additional functionality compared to A2/OA.So presently, whenever the default 10 mins session is up, I get an error because the channel has already closed. Var client = as UserManagementServiceClient = new UserManagementServiceClient("NetTcpBinding_UserManagementService") Public LogoutResponse Logout(LogoutRequest request)Īnd finally, this is how I'm calling it in my MVC project protected UserManagementServiceClient UserManagementService Public LoginResponse Login(LoginRequest request) Public TokenResponse GetToken(TokenRequest request)
![proxie cars proxie cars](http://www.proxiemodels.com/wp-content/uploads/2019/04/25x50pillbases-600x450.jpg)
Public UserManagementServiceClient(string serviceEndPointUri) UserManagementServiceClient.cs - IUserManagementService is the WCF contract public class UserManagementServiceClient : ProxyBase _channel = new ChannelFactory(_serviceEndPointUri).CreateChannel() Snippet from ProxyBase.cs - creating the channel private void Initialise()
#Proxie cars code
This is how my code looks like currently: How should I handle this for ChannelFactor? What are the best practices to handle, and re-create the channel should something go wrong? e.g., intermittent network connection, session time out, etc. If (client.State = CommunicationState.Faulted)Ĭlient = new AccessControlServiceClient() Var client = as AccessControlServiceClient If current client is 'faulted' (due to some error), create a new instance. Previously, with the auto generated proxies, I was able to do this for error checking: protected AccessControlServiceClient AccessControlService I have recently started to write my own ChannelFactory wrapper to call my WCF service instead of relying on the auto generated code from visual studio