This MH2 has a bit of A.I push for preventing some codes to run and stepping in advance, trying to get over some "executions" - game instances are... various and less predictable...
But I'll tell you something.
A few years ago I was showing to Gopostal a nice server stuck in a map with zombies by using strong cannons summoned in spawn location of Zombies. A few Zombies died killing server at once with them. OKAY, because I don't trust any story or occurrence I was modifying a BBBridge map for testing purpose. A few 1337Mercenaries(cannons) near playerstart actors, after battle when our mercs and "heavy" tentacles were killed in a collateral damage action, game went stuck like a rock and I called help from TaksManager in order to prevent cooler to fly from CPU. BYTE things in UnrealEngine1 if are coming with an Accessed None or more = K.O. server - that's why MH servers are a lot more UNSTABLE compared with DM ones which are not using monsters because monster being crapped at codes should not be only blindly copied - it needs fixes. Occurrences very evident I saw even in last "patch" for that time called version 451b (b perhaps comes from <Bullshit> I suppose...

)
Another Byte deal was in a private server hosted by professionals, not home users and I was able to create a perfect stuck instance just mooing a few commands bound on keys as player NOT admin.
Bad UScript sequences written in this game are doing bad damage - even hardware damage if I think well related to that sudden CPU load.
But we don't have to be worried we can keep saying that UT is the most awesome game and we can happily clap hands and legs and heads and talking using words like "awesome" often, lying as much as possible, this is how do community works.