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It just seems like a cheap trick to throw in a panic moment for the player. In my opinion thats not good mission design. If they suddenly flooded out of a building/cave/tunnel or paradropped in then ok, but to spawn right in front of you as a group is not good.
Firstly the only way you know this is because you have looked at the game files, otherwise it would have seemed like they were there all along anyway. Doing it this way vs your preference actually makes zero difference in game play.
But the reasons for doing it this are:
-Better randomisation controls
It's much Much harder to make placed units randomised for obvs reasons.
-Ensures contact actually occurs.
This is because even if you fill the jungle with enemies, all they need to be doing is looking the other way or be five meters away behind a bush. By handling things the way I did the patrols actually find you. Basically it's too hard to ensure contact occurs in a jungle, on Altis enemies could see much greater distances so placing them in the editor was ok, but in the Tanoan jungle it is a waste of time.
-Easy adaptation
I can take this same script and change a few keywords and apply it to any other mission. Then copy paste what is needed across to any new missions. It takes me about 30 seconds to create a whole forest of enemy patrols, all with randomisation. Hand placement would take half an hour.
-Because I can
You can totally get away with this approach because the jungle is so thick you can spawn a bright red bus 50 meters away and the player will never see it (that's how I know you found out this strategy by looking at the game files, you would have never known any different otherwise).
That you are complaining about a feature of a mission that you didn't know about until you cracked open the game files... Just understand that mission makers often have to problem solve things and they will find unique was of doing so. My problem -> patrols never see the player when hand placed My solution -> make sure they do.