Brior asked for this, but I figured I would post it here in case anyone is looking for something like it.. If there's an easy way to do it that i'm overlooking someone please tell me. Brior you're gonna need to adjust the delays.
void main()
{
object oPC = GetEnteringObject();
object oArm = GetItemInSlot(INVENTORY_SLOT_ARMS ,oPC);
SetLocalObject(oArm, "arm" ,oPC);
object oArrow = GetItemInSlot(INVENTORY_SLOT_ARROWS ,oPC);
object oBelt = GetItemInSlot(INVENTORY_SLOT_BELT ,oPC);
SetLocalObject(oBelt, "belt" ,oPC);
object oBolts = GetItemInSlot(INVENTORY_SLOT_BOLTS ,oPC);
object oBoots = GetItemInSlot(INVENTORY_SLOT_BOOTS ,oPC);
SetLocalObject(oBoots, "boots" ,oPC);
object oBullets = GetItemInSlot(INVENTORY_SLOT_BULLETS ,oPC);
object oCarmour = GetItemInSlot(INVENTORY_SLOT_CARMOUR ,oPC);
object oChest = GetItemInSlot(INVENTORY_SLOT_CHEST ,oPC);
SetLocalObject(oChest, "chest" ,oPC);
object oCloak = GetItemInSlot(INVENTORY_SLOT_CLOAK ,oPC);
SetLocalObject(oCloak, "cloak" ,oPC);
object oCweaponb = GetItemInSlot(INVENTORY_SLOT_CWEAPON_B ,oPC);
object oCweaponl = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L ,oPC);
object oCweaponr = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R ,oPC);
object oHead = GetItemInSlot(INVENTORY_SLOT_HEAD ,oPC);
SetLocalObject(oHead, "head" ,oPC);
object oLhand = GetItemInSlot(INVENTORY_SLOT_LEFTHAND ,oPC);
SetLocalObject(oLhand, "lhand" ,oPC);
object oLring = GetItemInSlot(INVENTORY_SLOT_LEFTRING ,oPC);
SetLocalObject(oLring, "lring" ,oPC);
object oNeck = GetItemInSlot(INVENTORY_SLOT_NECK ,oPC);
SetLocalObject(oNeck, "neck" ,oPC);
object oRhand = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND ,oPC);
SetLocalObject(oRhand ,"rhand" ,oPC);
object oRring = GetItemInSlot(INVENTORY_SLOT_RIGHTRING ,oPC);
SetLocalObject(oRring, "rring" ,oPC);
GetLocalObject(oArm, "arm");
GetLocalObject(oBoots, "boots");
GetLocalObject(oBelt, "belt");
GetLocalObject(oChest, "chest");
GetLocalObject(oCloak, "cloak");
GetLocalObject(oHead, "head");
GetLocalObject(oLhand, "lhand");
GetLocalObject(oLring, "lring");
GetLocalObject(oNeck, "neck");
GetLocalObject(oRhand, "rhand");
GetLocalObject(oRring, "rring");
DelayCommand(10.0,AssignCommand(oPC, ActionUnequipItem(oArm)));
DelayCommand(10.0,AssignCommand(oPC, ActionUnequipItem(oArrow)));
DelayCommand(10.0,AssignCommand(oPC, ActionUnequipItem(oBelt)));
DelayCommand(10.0,AssignCommand(oPC, ActionUnequipItem(oBolts)));
DelayCommand(10.0,AssignCommand(oPC, ActionUnequipItem(oBoots)));
DelayCommand(10.0,AssignCommand(oPC, ActionUnequipItem(oBullets)));
DelayCommand(10.0,AssignCommand(oPC, ActionUnequipItem(oCarmour)));
DelayCommand(10.0,AssignCommand(oPC, ActionUnequipItem(oChest)));
DelayCommand(10.0,AssignCommand(oPC, ActionUnequipItem(oCloak)));
DelayCommand(10.0,AssignCommand(oPC, ActionUnequipItem(oCweaponb)));
DelayCommand(10.0,AssignCommand(oPC, ActionUnequipItem(oCweaponl)));
DelayCommand(10.0,AssignCommand(oPC, ActionUnequipItem(oCweaponr)));
DelayCommand(10.0,AssignCommand(oPC, ActionUnequipItem(oHead)));
DelayCommand(10.0,AssignCommand(oPC, ActionUnequipItem(oLhand)));
DelayCommand(10.0,AssignCommand(oPC, ActionUnequipItem(oLring)));
DelayCommand(10.0,AssignCommand(oPC, ActionUnequipItem(oNeck)));
DelayCommand(10.0,AssignCommand(oPC, ActionUnequipItem(oRhand)));
DelayCommand(10.0,AssignCommand(oPC, ActionUnequipItem(oRring)));
DelayCommand(20.0,AssignCommand(oPC, ActionEquipItem(oArm, INVENTORY_SLOT_ARMS)));
DelayCommand(20.0,AssignCommand(oPC, ActionEquipItem(oBoots, INVENTORY_SLOT_BOOTS)));
DelayCommand(20.0,AssignCommand(oPC, ActionEquipItem(oBelt, INVENTORY_SLOT_BELT)));
DelayCommand(20.0,AssignCommand(oPC, ActionEquipItem(oChest, INVENTORY_SLOT_CHEST)));
DelayCommand(20.0,AssignCommand(oPC, ActionEquipItem(oCloak, INVENTORY_SLOT_CLOAK)));
DelayCommand(20.0,AssignCommand(oPC, ActionEquipItem(oHead, INVENTORY_SLOT_HEAD)));
DelayCommand(20.0,AssignCommand(oPC, ActionEquipItem(oLring, INVENTORY_SLOT_LEFTRING)));
DelayCommand(20.0,AssignCommand(oPC, ActionEquipItem(oLhand, INVENTORY_SLOT_LEFTHAND)));
DelayCommand(20.0,AssignCommand(oPC, ActionEquipItem(oNeck, INVENTORY_SLOT_NECK)));
DelayCommand(20.0,AssignCommand(oPC, ActionEquipItem(oRhand, INVENTORY_SLOT_RIGHTHAND)));
DelayCommand(20.0,AssignCommand(oPC, ActionEquipItem(oRring, INVENTORY_SLOT_RIGHTRING)));
}