Half-Life 2: Amalgam Zenith hopes to be many things. The main goal is the complete replacement of the entire HL2 asset library with newer, higher quality overhauls or alternatives. To ensure we are making the best experience one can reasonably obtain, we've been rounding up some of the best HL2 mod makers from around the world and utilizing parts of their popular pre-existing standalone mods where we can. In doing so, we are removing the need for players to manually install tens and even sometimes hundreds of mods themselves to get a more modern HD look. This has the added bonus of removing the headache of troubleshooting personal mod packs and going more in depth than any one player ever could.
This hud has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest hud.
A mod that adds a fully animated, immersive HEV helmet to MMod along with many other functions like bullet time, dive/mini-longjump, more animations, a better zoom function, and the quickinfo crosshair display.
General Enhancements Added holster animations and sounds to fast weapon switch. Only triggers when helmet is off and number keys are used to swap weapons.
Suit zoom now includes sounds. Shooting is now possible while suit zoom is active.
The Quickinfo crosshair display can be enabled. Does not properly align with some larger MMod crosshairs. Crosshair alignment cannot be easily fixed but anyone is welcome to help.
Citizen squad state is now toggled with the use key similarly to HL1. Lambda Insignia model is required for overhead squad markers when the helmet is used. Lambda Insignia texture has been tweaked to match the color of the default HUD. Overhead squad markers may multiply or disappear when loading or swapping helmet states.
Animated Immersive Helmet Original textures have been upscaled to maximum quality and enhanced in many other ways. A sequence of screen overlays have been made to animate putting on and taking off the helmet. Now includes view model animations and sounds for putting on and taking off the helmet. Better sounds are being worked on.
When the helmet is worn: HUD is enabled. Quickinfo crosshair display is enabled. Overhead squad markers are enabled. Received headshot damage is reduced by 50%. Suit zoom is enabled. MMod film grain and lens dirt effects are enabled.
When the helmet is removed: All HUD elements are disabled. Quickinfo crosshair display is disabled. Overhead squad markers are disabled. Received headshot damage returns to normal. Enables a newly enhanced quick weapon switch. Suit zoom is disabled. MMod film grain and lens dirt effects are disabled.
When standard HUD is restored: All standard HUD elements are enabled. Quickinfo crosshair display depends on previous helmet state. Overhead squad markers are disabled. Received headshot damage returns to normal. Suit zoom is enabled. MMod film grain and lens dirt effects are disabled. Helmet state is remembered to maintain immersion.
Commands T to toggle helmet Y to restore standard hud
If you would like to rebind the buttons, you will have to open the Helmet.cfg file and change the binds to what you prefer for all of the many bind commands.
The helmet may disappear when loading a save. Press T or Y to repair settings and set the correct helmet state.
Holster Weapon/Empty Hands The 4th slot of the first weapon column can be used to empty your hands. This was made by modifying weapon_citizensuitcase. Now includes viewmodel animations. Automatically given when using the helmet as the animations require it.
Dive Mod The player can now perform a dive/mini long jump for a bit of aux power. There are 4 settings for Dive Mod that can be enabled by the following console commands:
autodive Triggers the dive when shift and space are held. (Can be unstable sometimes)
altdive Triggers the dive when the alt key is pressed. (Almost always works)
nodive Disables dive functionality.
Fast Weapon Commands Perform faster, automatic functions for certain weapons.
Bind +quicknade to a key to automatically throw a grenade and return to the previous weapon.
Bind +quickgrav to a key to switch to the gravity gun and pick up the object in front of you. Releasing the key will launch the held item before returning to your previous weapon.
Bind +quickmelee to a key to switch to and continuously attack with the crowbar while the key is held. Releasing the key returns to the previous weapon.
Bullet Time Bind +bullettime to a key to enter bullet time for as long as the key is held. Now with sound and soft transitions into and out of bullet time. Pairs great with Dive Mod.
Every time a new level loads the helmet disappears, it really breaks the immersion. Is there a fix? Besides that its an excellent mod.
One fix is to bind a key to "r_screenoverlay effects/helmetidle". This will draw the helmet graphic.
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Huh, looks a lot like those old Gamecube Metroid games, where you see everything from the inside of Samus' mask.