You've actually pretty much done it already, you just have to change the bullet your using everytime you fire, then move each bullet seperately.
Try this and see what it does:
rem Create object for bullet
for BulletObj=200 to 210 step 1
LOAD OBJECT "ModelsAmmunitionBullet.X" ,BulletObj
scale object BulletObj,1,1,1
hide object BulletObj
SET OBJECT TRANSPARENCY BulletObj, 1
ghost object on BulletObj
set object light BulletObj,0
next BulletObj
BulletObj=200
rem Control gun firing
if mouseclick()=1 and bulletdelay<0
Inc bulletobj,1
if bulletobj=210 then bulletobj=200
bulletdelay=50
position object BulletObj,objposx#,objposy#+1.34,objposz#
`^+1.34 is the height of the crosshair
rotate object BulletObj,camera angle x(0),object angle y(1),0
set bsp object collision 3,BulletObj,1,1
show object bulletobj
endif
rem this is where i need hepl
rem Control life of bullet
for bullob=200 to 210
rem If bullet collides with enemy add bsp world at later date world
if OBJECT HIT(7, bullob)=1
hide object bullob
if health<=0
play object 7,(200*160)*time,(250*160)*time
else
play object 7,(100*160)*time,(150*160)*time
health=health-10
endif
rem End bullet on wall
else
rem Move bullet
move object BullOb,1*time
endif
next bullob
dec bulletdelay,1
HTH,
Van-B