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Early Zergling pressure works better with this >>>>>>
if ( AIGetTime() < 420 )
{ GTDivert2(player, c_ZU_Zergling); }
With this line AI doesnt sacrifice zerglings in wall-ins in early game, so it doesnt have to spend another resources to make new zerglings. Zerglings are cheap and fast trainable so in early game is the attack condition always met, then zerg runs into enemy wall-in and dies. (without my zergling attack condition)