Ich bleib mal an der Stelle einfach bei der variable 
m_animMyFirstHud aus dem HalloWelt Tutorial von Crymod.
Geh nun zur Funktion (~line: 1181) 
	Code:
	
void CHUD::ModeChanged(ENanoMode mode)
  (auch in der HUD.cpp zu finden)
Dort erweiterst du nun die switch / case anweisung wie folgt:
	Code:
	
    switch(mode)
    {
    case NANOMODE_SPEED:
        m_animMyFirstHud.Invoke("setPic", 2);        //<<-- 1st Pic
        m_animPlayerStats.Invoke("setMode", "Speed");
        m_fSpeedTimer = gEnv->pTimer->GetFrameStartTime().GetMilliSeconds();
        m_fSuitChangeSoundTimer = m_fSpeedTimer;
        break;
    case NANOMODE_STRENGTH:
        m_animMyFirstHud.Invoke("setPic", 3);        //<<-- 2th Pic
        m_animPlayerStats.Invoke("setMode", "Strength");
        m_fStrengthTimer = gEnv->pTimer->GetFrameStartTime().GetMilliSeconds();
        m_fSuitChangeSoundTimer = m_fStrengthTimer;
        break;
    case NANOMODE_DEFENSE:
        m_animMyFirstHud.Invoke("setPic", 4);        //<<-- 3th Pic
        m_animPlayerStats.Invoke("setMode", "Armor");
        m_fDefenseTimer = gEnv->pTimer->GetFrameStartTime().GetMilliSeconds();
        m_fSuitChangeSoundTimer = m_fDefenseTimer;
        break;
    case NANOMODE_CLOAK:
        m_animMyFirstHud.Invoke("setPic", 5);        //<<-- 4th Pic
        m_animPlayerStats.Invoke("setMode", "Cloak");
        PlaySound(ESound_PresetNavigationBeep);
        if(m_pNanoSuit->GetSlotValue(NANOSLOT_ARMOR, true) != 50 || m_pNanoSuit->GetSlotValue(NANOSLOT_SPEED, true) != 50 ||
            m_pNanoSuit->GetSlotValue(NANOSLOT_STRENGTH, true) != 50 || m_pNanoSuit->GetSlotValue(NANOSLOT_MEDICAL, true) != 50)
        {
            TextMessage("suit_modification_engaged");
        }
        m_fSuitChangeSoundTimer = gEnv->pTimer->GetFrameStartTime().GetMilliSeconds();
        if (gEnv->pAISystem)
        {
            pData = gEnv->pAISystem->CreateSignalExtraData();//AI System will be the owner of this data
            pData->iValue = NANOMODE_CLOAK;
            pPlayer = static_cast<CPlayer *>(gEnv->pGame->GetIGameFramework()->GetClientActor());
            if(pPlayer && pPlayer->GetEntity() && pPlayer->GetEntity()->GetAI())
                gEnv->pAISystem->SendSignal(SIGNALFILTER_SENDER,1,"OnNanoSuitMode",pPlayer->GetEntity()->GetAI(),pData);
        }
        break;
    default:
        break;
    }