Depends on your code. It has to do with this line (find it in WeaponFireSpecialAbilityUpdate):
WhichSpecialWeapon = 3 ;// For BFME 1, this can be anything from 1-3, in BFME 2 this can be anything from 1-6.
Then, create a new animation block that looks like this:
AnimationState = SPECIAL_WEAPON_THREE UNPACKING ;// Depending on which special weapon you're using in the WeaponFire Module, add the proper extension behind SPECIAL_WEAPON (from _ONE to _SIX)
Animation = StartIgniteRoar
AnimationName = MUBalrog_SKL.MUBalrog_IGNTA
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_WEAPON_THREE PACKING
Animation = FinishIgniteRoar
AnimationName = MUBalrog_SKL.MUBalrog_IGNTB
AnimationMode = ONCE
End
EnteringStateFX = FX_BalrogIgniteStart ;// Your Word of Power FX could go here, or in weapon.ini
End
I've never really tried unpacking special weapons, so not sure if this will actually work... Let me know how this turns out.