Heyyy thanks for the quick response!
Well, yes, of course i did, otherwise a lot of things wouldnt work.
i found an unconvenient way to fix this issue - though its pretty nasty:
imgIDcollision = 1
imgIDcharacter = 2
sprIDcharacter = 3
LoadImage( imgIDcollision , "collisionbox.png" ) //loads a custom collision-shape
LoadImage( imgIDcharacter , "hero.png" ) //loads the character's image
CreateSprite( sprIDcharacter , imgIDcharacter ) //creates a sprite of the character
SetSpriteAnimation( sprIDcharacter , x, y, 10 ) //sets the characters animations
AddSpriteAnimationFrame( sprIDcharacter , imgIDcollision ) //adds an extra animation frame - (number 11) with that image of the collision shape
SetSpriteFrame(sprIDcharacter , 11) //sets the frame to that shape
SetSpriteShape(sprIDcharacter ,3) //creates the collision shape
SetSpritePhysicsOn (sprIDcharacter , 2 ) //well ... physics can be turned on
SetSpriteFrame(sprIDcharacter , 1) //sets the frame back to start
it works .
But now i have an ugly 11th frame i dont like :/
well.... i think thats a bug in agk2.
you know:
SetSpriteImage ( iSpriteIndex, iImageIndex, bUpdateShape )
if bUpdateShape = 0 and bUpdateShape = 1 doesnt matter = its the same = makes no difference
or has anyone else experienced a working "bUpdateShape " ??
from the SetSpriteImage documentation:
bUpdateShape - Sets whether the collision shape of this sprite should be changed to match the new image. ( 1 or 0 )