well its more for a preset of something...
so say every instance of your monster you need the value to actually provide a SET array within it,
so say if you use the above then you access it like
dim model(512) as hdrmesh
now for each model(index) you will be able to store the ENTIRE data possible within that array point.
so each vertex would be
MaxVertex = model(1).numVert
position = 32
for index = 0 to MaxVertex
write memblock float(1,model(1).vertex(index).x) : inc postion,4
write memblock float(1,model(1).vertex(index).y) : inc postion,4
write memblock float(1,model(1).vertex(index).z) : inc postion,4
next index
and that would completely write the vertex, and you can attribe it all to the same model rather than having several arrays externally needing to be named unique names each time.
if you need to then release the memory you should be able to go
and it would run through that array entry and undim all the arrays associated with the type

i mean there is really no point in it other than being able to make every self contained, which would put it that bit closer to actual structuring - this can actually help exporting means as well.
But the point here is really adding things which is only particularly useful to keeping code smaller and simpler, focusing more towards application development.
Anata aru kowagaru no watashi! 