We had to comment out (in the setuplevel.fpi) the ammo, health, life, and gun huds for our method of displaying life and health to work in one of our developments. We scripted the two required huds to be toggled on/off. It may or may not give you a start in the right direction.
Here is an example script we used:
;Artificial Intelligence Script
;Header
desc = Toggle Health/life Huds on/off
;Triggers
:state=0:hudreset,hudx=10,hudy=90,hudimage=gamecore\huds\Kube\Kube_Health_HUD.png,hudtype=1,hudname=health,hudhide=1,hudmake=display
:state=0:hudreset,hudx=13.75,hudy=85,hudsizex=16,hudsizey=16,hudimage=gamecore\huds\blacknumeric.dds,hudtype=1,hudname=healthnum,hudhide=1,hudmake=numeric
:state=0:hudreset,hudx=12.50,hudy=94.75,hudsizex=16,hudsizey=16,hudimage=gamecore\huds\blacknumeric.dds,hudtype=2,hudname=lifenum,hudhide=1,hudmake=numeric
:state=0:state=1
:state=1,scancodekeypressed=35:hudshow=health,hudshow=healthnum,hudshow=lifenum,etimerstart,state=2
:state=2,etimergreater=500,scancodekeypressed=35:hudunshow=health,hudunshow=healthnum,hudunshow=lifenum,etimerstart,state=3
:state=3,etimergreater=500:state=1
;End of Script
When the player started the level, no huds were visible. The script was attached to a trigger and either the player entered the zone or the script and trigger were spawned to run. The player could then toggle on/off the huds, and in another level we added guns and ammo to the script when required.
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