Alright, here's how it works:
Hunter is on platform. Hunter can't shoot when it's not attached to the ground. Platform begins moving, hunter has its attached-to-ground? flag set and unset and set and unset as the engine's kinda clunky Newtonian-only dynamics Physics engine tries to make all the ends meet. Hunter fire delay is really low. Therefore, hunter fires many, many rapid shots without penalty for reloading.
It's happened to me before, in YTYBT, as one of the troopers fell down in the lava pit. If anyone would like a documented instance of this, it's right after the hunter round: YTYBT (Vidmaster Version, Vidmaster Film (ish)) (19.2 kB)
(Note: Because I stored it as a zip file, you'll have to set the versioning information using ResEdit if you want to play it under any Mac operating system. Compare with any other Film file to obtain the proper strings.)
Also, the other bug (which is also kinda apparent in this vid) that really bothers me is how the monsters tend to trace out polygon paths when you smack them really hard with a rocket launcher. I don't exactly understand why, though, but it would be nifty if someone could give me a reasoning as to that. :)
: Okay, I was playing Welcome to the Revolution and suddenly about 25 hunter
: projectiles go smashing into the wall, all one right after the other, all
: in a row. WHATS GOING ON HERE?!!!