All bots are working in slayer except kobble's boar bot. I can't even damage it.
If I create a non-slayer game it works for some reason
datablock AudioProfile(PigPainSound)
{
	fileName = "./PigPain.wav";
	description = AudioClose3d;
	preload = true;
};
datablock AudioProfile(PigDeathSound)
{
	fileName = "./PigDeath.wav";
	description = AudioClose3d;
	preload = true;
};
datablock fxDTSBrickData (BrickBoarBot_HoleSpawnData)
{
	brickFile = "Add-ons/Bot_Hole/6xspawn.blb";
	category = "Special";
	subCategory = "Holes";
	uiName = "Boar Hole";
	iconName = "Add-Ons/Bot_Boar/Icon_Boar";
	bricktype = 2;
	cancover = 0;
	orientationfix = 1;
	indestructable = 1;
	isBotHole = 1;
	holeBot = "BoarHoleBot";
};
	// Load dts shapes and merge animations
datablock TSShapeConstructor(Boardts)
{
	baseShape  = "./Boar.dts";
	sequence0  = "./boar_root.dsq root";
	sequence1  = "./boar_run.dsq run";
	sequence2  = "./boar_run.dsq walk";
	sequence3  = "./boar_back.dsq back";
	sequence4  = "./boar_side.dsq side";
	sequence5  = "./boar_root.dsq crouch";
	sequence6  = "./boar_run.dsq crouchRun";
	sequence7  = "./boar_back.dsq crouchBack";
	sequence8  = "./boar_side.dsq crouchSide";
	sequence9  = "./boar_root.dsq look";
	sequence10 = "./boar_root.dsq headside";
	sequence11 = "./boar_root.dsq headUp";
	sequence12 = "./boar_jump.dsq jump";
	sequence13 = "./boar_jump.dsq standjump";
	sequence14 = "./boar_fall.dsq fall";
	sequence15 = "./boar_root.dsq land";
	sequence16 = "./boar_root.dsq armAttack";
	sequence17 = "./boar_root.dsq armReadyLeft";
	sequence18 = "./boar_root.dsq armReadyRight";
	sequence19 = "./boar_root.dsq armReadyBoth";
	sequence20 = "./boar_root.dsq spearready";  
	sequence21 = "./boar_root.dsq spearThrow";
	sequence22 = "./boar_root.dsq talk";  
	sequence23 = "./boar_death.dsq death1"; 
	
	sequence24 = "./boar_root.dsq shiftUp";
	sequence25 = "./boar_root.dsq shiftDown";
	sequence26 = "./boar_root.dsq shiftAway";
	sequence27 = "./boar_root.dsq shiftTo";
	sequence28 = "./boar_root.dsq shiftLeft";
	sequence29 = "./boar_root.dsq shiftRight";
	sequence30 = "./boar_root.dsq rotCW";
	sequence31 = "./boar_root.dsq rotCCW";
	sequence32 = "./boar_root.dsq undo";
	sequence33 = "./boar_root.dsq plant";
	sequence34 = "./boar_root.dsq sit";
	sequence35 = "./boar_root.dsq wrench";
   sequence36 = "./boar_root.dsq activate";
   sequence37 = "./boar_activate2.dsq activate2";
};
datablock DebrisData( BoarDebris )
{
   explodeOnMaxBounce = false;
   elasticity = 0.15;
   friction = 0.5;
   lifetime = 4.0;
   lifetimeVariance = 0.0;
   minSpinSpeed = 40;
   maxSpinSpeed = 600;
   numBounces = 5;
   bounceVariance = 0;
   staticOnMaxBounce = true;
   gravModifier = 1.0;
   useRadiusMass = false;
   baseRadius = 1;
   velocity = 20.0;
   velocityVariance = 12.0;
};             
datablock PlayerData(BoarArmor)
{
   renderFirstPerson = false;
   emap = false;
   
   className = Armor;
   shapeFile = "./Boar.dts";
   cameraMaxDist = 7;
   cameraTilt = 0;//0.174 * 2.5; //~25 degrees
   cameraVerticalOffset = 2;
   computeCRC = false;
  
   canObserve = true;
   cmdCategory = "Clients";
   cameraDefaultFov = 90.0;
   cameraMinFov = 5.0;
   cameraMaxFov = 120.0;
   
   //debrisShapeName = "~/data/shapes/player/debris_player.dts";
   //debris = horseDebris;
      aiAvoidThis = true;
   minLookAngle = -1.5708;
   maxLookAngle = 1.5708;
   maxFreelookAngle = 3.0;
   mass = 90;
   drag = 0.1;
   density = 0.7;
   maxDamage = 250;
   maxEnergy =  10;
   repairRate = 0.33;
   rechargeRate = 0.4;
   runForce = 28 * 90;
   runEnergyDrain = 0;
   minRunEnergy = 0;
   maxForwardSpeed = 12;
   maxBackwardSpeed = 6;
   maxSideSpeed = 1;
   maxForwardCrouchSpeed = 12;
   maxBackwardCrouchSpeed = 6;
   maxSideCrouchSpeed = 1;
   maxForwardProneSpeed = 0;
   maxBackwardProneSpeed = 0;
   maxSideProneSpeed = 0;
   maxForwardWalkSpeed = 0;
   maxBackwardWalkSpeed = 0;
   maxSideWalkSpeed = 0;
   maxUnderwaterForwardSpeed = 8.4;
   maxUnderwaterBackwardSpeed = 7.8;
   maxUnderwaterSideSpeed = 7.8;
   jumpForce = 0;
   jumpEnergyDrain = 0;
   minJumpEnergy = 0;
   jumpDelay = 0;
   minJetEnergy = 0;
	jetEnergyDrain = 0;
	canJet = 0;
   minImpactSpeed = 250;
   speedDamageScale = 3.8;
   boundingBox			= vectorScale("2.5 2.5 1.6", 4);
   crouchBoundingBox	= vectorScale("2.5 2.5 1.6", 4);
   proneBoundingBox		= vectorScale("2.5 2.5 1.6", 4); //"2.5 2.5 2.4";
   pickupRadius = 1.2;
   
   // Damage location details
   boxNormalHeadPercentage       = 0.83;
   boxNormalTorsoPercentage      = 0.49;
   boxHeadLeftPercentage         = 0;
   boxHeadRightPercentage        = 1;
   boxHeadBackPercentage         = 0;
   boxHeadFrontPercentage        = 1;
   // Foot Prints
   //decalData   = HorseFootprint;
   //decalOffset = 0.25;
	
   jetEmitter = "";
   jetGroundEmitter = "";
   jetGroundDistance = 4;
  
   //footPuffEmitter = LightPuffEmitter;
   footPuffNumParts = 10;
   footPuffRadius = 0.25;
   //dustEmitter = LiftoffDustEmitter;
   splash = PlayerSplash;
   splashVelocity = 4.0;
   splashAngle = 67.0;
   splashFreqMod = 300.0;
   splashVelEpsilon = 0.60;
   bubbleEmitTime = 0.1;
   splashEmitter[0] = PlayerFoamDropletsEmitter;
   splashEmitter[1] = PlayerFoamEmitter;
   splashEmitter[2] = PlayerBubbleEmitter;
   mediumSplashSoundVelocity = 10.0;   
   hardSplashSoundVelocity = 20.0;   
   exitSplashSoundVelocity = 5.0;
   // Controls over slope of runnable/jumpable surfaces
   runSurfaceAngle  = 85;
   jumpSurfaceAngle = 86;
   minJumpSpeed = 20;
   maxJumpSpeed = 30;
   horizMaxSpeed = 68;
   horizResistSpeed = 33;
   horizResistFactor = 0.35;
   upMaxSpeed = 80;
   upResistSpeed = 25;
   upResistFactor = 0.3;
   
   footstepSplashHeight = 0.35;
   //NOTE:  some sounds commented out until wav's are available
   // Footstep Sounds
//   FootSoftSound        = HorseFootFallSound;
//   FootHardSound        = HorseFootFallSound;
//   FootMetalSound       = HorseFootFallSound;
//   FootSnowSound        = HorseFootFallSound;
//   FootShallowSound     = HorseFootFallSound;
//   FootWadingSound      = HorseFootFallSound;
//   FootUnderwaterSound  = HorseFootFallSound;
   //FootBubblesSound     = FootLightBubblesSound;
   //movingBubblesSound   = ArmorMoveBubblesSound;
   //waterBreathSound     = WaterBreathMaleSound;
   //impactSoftSound      = ImpactLightSoftSound;
   //impactHardSound      = ImpactLightHardSound;
   //impactMetalSound     = ImpactLightMetalSound;
   //impactSnowSound      = ImpactLightSnowSound;
   
   impactWaterEasy      = Splash1Sound;
   impactWaterMedium    = Splash1Sound;
   impactWaterHard      = Splash1Sound;
   
   groundImpactMinSpeed    = 10.0;
   groundImpactShakeFreq   = "4.0 4.0 4.0";
   groundImpactShakeAmp    = "1.0 1.0 1.0";
   groundImpactShakeDuboarion = 0.8;
   groundImpactShakeFalloff = 10.0;
   
   //exitingWater         = ExitingWaterLightSound;
   
   observeParameters = "0.5 4.5 4.5";
   // Inventory Items
	maxItems   = 10;	//total number of bricks you can carry
	maxWeapons = 5;		//this will be controlled by mini-game code
	maxTools = 5;
	
	uiName = "Boar";
	rideable = true;
		lookUpLimit = 0.6;
		lookDownLimit = 0.2;
   numMountPoints = 1;
   mountNode[0] = 2;
   mountThread[0] = "sit";
   mountThread[2] = "sit"; 
		
	canRide = false;
	showEnergyBar = false;
	paintable = false;
	
	brickImage = HorseBrickImage;	//the imageData to use for brick deployment
};
datablock PlayerData(BoarHoleBot : BoarArmor)
{
	uiName = "Wild Boar";
	
	//Hole Attributes
	isHoleBot = 1;
	//Spawning option
	hSpawnTooClose = 0;//Doesn't spawn when player is too close and can see it
	  hSpawnTCRange = 8;//above range, set in brick units
	hSpawnClose = 0;//Only spawn when close to a player, can be used with above function as long as hSCRange is higher than hSpawnTCRange
	  hSpawnCRange = 32;//above range, set in brick units
	hType = Enemy; //Enemy,Friendly, Neutral
	  hNeutralAttackChance = 80;
	//can have unique types, national socialists will attack zombies but national socialists will not attack other bots labeled national socialist
	hName = "Boar";//cannot contain spaces
	hTickRate = 3000;
	
	//Wander Options
	hWander = 1;//Enables random walking
	  hSmoothWander = 1;//This is in addition to regular wander, makes them walk a bit longer, and a bit smoother
	  hReturnToSpawn = 1;//Returns to spawn when too far
	  hSpawnDist = 48;//Defines the distance bot can travel away from spawnbrick
	  hGridWander = 0;//Locks the bot to a grid, overwrites other settings
	
	//Searching options
	hSearch = 1;//Search for Players
	  hSearchRadius = 128;//in brick units
	  hSight = 1;//Require bot to see player before pursuing
	  hStrafe = 1;//Randomly strafe while following player
	hSearchFOV = 0;//if enabled disables normal hSearch
	  hFOVRadius = 6;//max 10
	  hHearing = 1;//If it hears a player it'll look in the direction of the sound
	  hAlertOtherBots = 1;//Alerts other bots when he sees a player, or gets attacked
	//Attack Options
	hMelee = 1;//Melee
	  hAttackDamage = 15;//Melee Damage
	  hMeleeCI = "";
	hShoot = 0;
	  hWep = "boomBeltItem";
	  hShootTimes = 4;//Number of times the bot will shoot between each tick
	  hMaxShootRange = 256;//The range in which the bot will shoot the player
	  hAvoidCloseRange = 0;//
		hTooCloseRange = 7;//in brick units
	//Misc options
	hAvoidObstacles = 1;
	hSuperStacker = 0;//When enabled makes the bots stack a bit better, in other words, jumping on each others heads to get to a player
	hSpazJump = 0;//Makes bot jump when the user their following is higher than them
	hAFKOmeter = 1;//Determines how often the bot will wander or do other idle actions, higher it is the less often he does things
	hIdle = 1;// Enables use of idle actions, actions which are done when the bot is not doing anything else
	  hIdleAnimation = 1;//Plays random animations/emotes, sit, click, love/hate/etc
	  hIdleLookAtOthers = 1;//Randomly looks at other players/bots when not doing anything else
	    hIdleSpam = 0;//Makes them spam click and spam hammer/spraycan
	  hSpasticLook = 1;//Makes them look around their environment a bit more.
	hEmote = 1;
useCustomPainEffects = true;
	PainSound		= PigPainSound;
	DeathSound		= PigDeathSound;
	PainHighImage		= "PainHighImage";
	PainMidImage		= "PainMidImage";
	PainLowImage		= "PainLowImage";
	
	
	rideable = false;
};
function BoarHoleBot::onAdd(%this,%obj)
{
	armor::onAdd(%this,%obj);
	
	%color = getRandom(0,3);
	if(%color == 0)
		%obj.chestColor = "1 1 1 1";
	if(%color == 1)
		%obj.chestColor = "0.1 0.1 0.1 1";
	if(%color == 2)
		%obj.chestColor = "0.5 0.27 0.05 1";
	if(%color == 3)
		%obj.chestColor = "0.98 0.86 0.67 1";
	GameConnection::ApplyBodyParts(%obj);
	GameConnection::ApplyBodyColors(%obj);
	
	// allow people to take control of the bot when they mount it
	%obj.controlOnMount = 1;
}
//function BoarArmor::onDriverLeave(%obj, %player)
//{
//	%player.schedule(33, playThread, 3, "root");
//}
//Sit hack. Sit animation on blockhead won't work so I had to do this. Stolen from Player_Cow.
//package sitBoar {
//   function armor::onMount(%this,%obj,%col,%slot) 
//   {
//      parent::onMount(%this,%obj,%col,%slot);
  //    if(%col.getDataBlock() == BoarArmor.getID())
 //        %obj.playThread(3,"sit");
 //  }
//};
//activatePackage(sitBoar);