There is animation(from boromir's ini)
; -- Last Stand Animations AnimationState = UNPACKING SPECIAL_WEAPON_ONE Animation AnimationName = GUBoromir_SKL.GUBoromir_SPCA AnimationMode = ONCE End End AnimationState = PREPARING SPECIAL_WEAPON_ONE Animation AnimationName = GUBoromir_SKL.GUBoromir_SPCB AnimationMode = ONCE End Animation AnimationName = GUBoromir_SKL.GUBoromir_SPCC AnimationMode = ONCE End EnteringStateFX = FX_BoromirHorn End AnimationState = PACKING SPECIAL_WEAPON_ONE Animation AnimationName = GUBoromir_SKL.GUBoromir_SPCE AnimationMode = ONCE End End AnimationState = SPECIAL_WEAPON_ONE Animation AnimationName = GUBoromir_SKL.GUBoromir_SPCB AnimationMode = ONCE End Animation AnimationName = GUBoromir_SKL.GUBoromir_SPCC AnimationMode = ONCE End End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LastStandEnabler SpecialPowerTemplate = SpecialAbilityBoromirLastStand TriggeredBy = Upgrade_BoromirLastStand End Behavior = SpecialPowerModule ModuleTag_LastStandStarter SpecialPowerTemplate = SpecialAbilityBoromirLastStand UpdateModuleStartsAttack = No StartsPaused = Yes End Body = ActiveBody ModuleTag_ActiveBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = BOROMIR_HEALTH ; BALANCE DodgePercent = HERO_DODGE_PERCENT End Body = DelayedDeathBody ModuleTag_DelayedDeathBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = BOROMIR_HEALTH DelayedDeathTime = 30000 DelayedDeathPrerequisiteUpgrade = Upgrade_BoromirLastStand InvulnerableFX = FX_BoromirLastStand PermanentlyKilledByFilter = NONE DodgePercent = HERO_DODGE_PERCENT End Behavior = LifetimeUpdate ModuleTag_LifeTime WaitForWakeUp = Yes End