It looks like the author desperately wanted to make AKcoop2 classes unusable unless his mutator is included. F.e., RebelSkaarj has these lines:
function PostBeginPlay ()
SpinDamage = Default.SpinDamage;
ClawDamage = Default.ClawDamage;
LastSeenTime = Level.TimeSeconds;
if ( Skill < 3 )
Skill = 3.0;
if ( !bdiez )
When bdiez is false (it's the regular default value), the actor is immediately destroyed.
bdiez is supposed to be set to true in AKcoop2.AKcoop.CheckReplacement:
function bool CheckReplacement (Actor Other, out byte bSuperRelevant)
if ( Other.IsA('rebelskaarj') )
rebelskaarj(Other).bdiez = True;
The reason why such actors are not immediately destroyed on the test server 1 is that the given server is currently using the DZMapMutator which modifies bdiez of AKcoop2 stuff. So, you can just include DZMapMutator on the "advanced coop" server (e.g. via console command "AddMutator DZMapM.DZMapMutator") to resolve the problem with spawning actors from that package. Alternatively, you can configure UMapMutator to modify bdiez for AKcoop2.AKsp-based pawns and other actors that have such a property.