// Creates random clothes on the zombie that was just spawned. // Called from "zom_on_spawn" /* Made changes to how it works. This way is a little more user friendly for adding more clothes to spawn. Also added some CEP outfits in the pool. Should give zombies a more unique appearance. -Zunath- */ // Created by Ronin_DM on Unknown // Additions and commenting by Zunath on July 26, 2007 // Modification for Resident Evil Online by Zunath on September 27, 2011 void main() { object oSelf = OBJECT_SELF; int iRandom = Random(49) + 1; string sClothing; switch (iRandom) { case 1: sClothing = "_mdrn_cl_bkblu"; break; case 2: sClothing = "_mdrn_cl_bkbrown"; break; case 3: sClothing = "_mdrn_cl_bkmtbrn"; break; case 4: sClothing = "_mdrn_cl_bkred"; break; case 5: sClothing = "_mdrn_cl_bkstsrd"; break; case 6: sClothing = "_mdrn_cl_bkwht"; break; case 7: sClothing = "_mdrn_cl_bkyell"; break; case 8: sClothing = "_mdrn_cl_bluebgr"; break; case 9: sClothing = "_mdrn_cl_brnblck"; break; case 10: sClothing = "_mdrn_cl_cbkl002"; break; case 11: sClothing = "_mdrn_cl_cbkljbk"; break; case 12: sClothing = "_mdrn_cl_cbktsbk"; break; case 13: sClothing = "_mdrn_cl_cbkvblu"; break; case 14: sClothing = "_mdrn_cl_frill01"; break; case 15: sClothing = "_mdrn_cl_jbststw"; break; case 16: sClothing = "_mdrn_cl_jbtlsvr"; break; case 17: sClothing = "_mdrn_cl_jbtshtw"; break; case 18: sClothing = "_mdrn_cl_lcoa001"; break; case 19: sClothing = "_mdrn_cl_lcoat01"; break; case 20: sClothing = "_mdrn_cl_lcoat02"; break; case 21: sClothing = "_mdrn_cl_lcoat03"; break; case 22: sClothing = "_mdrn_cl_ldress1"; break; case 23: sClothing = "_mdrn_cl_pjlng01"; break; case 24: sClothing = "_mdrn_cl_pjsht01"; break; case 25: sClothing = "_mdrn_cl_sdrssbl"; break; case 26: sClothing = "_mdrn_cl_tc_blk"; break; case 27: sClothing = "_mdrn_cl_tc_brn"; break; case 28: sClothing = "_mdrn_cl_tc_grn"; break; case 29: sClothing = "_mdrn_cl_vest002"; break; case 30: sClothing = "_mdrn_cl_wout"; break; case 31: sClothing = "_mdrn_cl_wout002"; break; case 32: sClothing = "_mdrn_it_bgown"; break; case 33: sClothing = "_mdrn_it_blksuit"; break; case 34: sClothing = "_mdrn_it_brvestw"; break; case 35: sClothing = "_mdrn_it_camjack"; break; case 36: sClothing = "_mdrn_it_gown001"; break; case 37: sClothing = "_mdrn_it_gown002"; break; case 38: sClothing = "_mdrn_it_gown003"; break; case 39: sClothing = "_mdrn_it_gown004"; break; case 40: sClothing = "_mdrn_it_gown005"; break; case 41: sClothing = "_mdrn_it_gown006"; break; case 42: sClothing = "_mdrn_it_gown007"; break; case 43: sClothing = "_mdrn_it_gownblu"; break; case 44: sClothing = "_mdrn_it_jeanwor"; break; case 45: sClothing = "_mdrn_it_ljack01"; break; case 46: sClothing = "_mdrn_it_lthr001"; break; case 47: sClothing = "_mdrn_it_msblack"; break; case 48: sClothing = "_mdrn_jcktjns001"; break; case 49: sClothing = "_mdrn_jcktjns003"; break; } // Now that we have the clothing to spawn, give it to the zombie // and make them equip it. object oEquip = CreateItemOnObject(sClothing); SetDroppableFlag(oEquip, FALSE); ActionEquipItem(oEquip, INVENTORY_SLOT_CHEST); }