Hi there
I've made a very rough sketch for you but I think you'll be able to follow it....
Simple Pseudo-Language Script
STEP 1: Load your monster object several times (as many as you need).
STEP 2: Position them randomly using
rnd(...)command.
STEP 3: In the loop (as per Monster Hunt tutorials), point the monster towards the player and make him move towards him.
STEP 4: If the distance between [Player] and [Monsters] is less than ... then make the monster carry out [punch animation] and [hurt player].
Here is an analogy of the above in DBC Code:
rem Before the loop, when you're loading the world
`STEP 1: Creating 10 multiple enemies
for i = 1 to 10 : load object "monster.x",i : next i
`STEP 2: Positioning - you can put this in the loop above also
for i = 1 to 10 : position object i,rnd(...),0.0,rnd(...) : next i
`EXTRA STEP: Globalisation of variables; here we make an array to `fit the monster's status
dim monster(10)
rem Inside the loop
`STEP 3: Movement (see STEP 4 if you don't understand why I set this `array here)
for i = 1 to 10
if monster(i)=0
point object i,playerx#,playery#,playerz#
xrotate object i,0 : zrotate object i,0
move object i,5
endif
next i
`STEP 4: AI and attacking (again you can put this in the above loop)
`First we start the loop, then calculate distance using the math
`formula, then check the value of the distance, and then send the
`monster in to attack or continue patrol mode
for i = 1 to 10
dist#=sqrt( (monsterx(i)-playerx)^2 + (monsterz(i)-playerz)^2
if dist#<5.0 then monster(i)=1 else monster(i)=0
if monster(i)=1 then play object i,[attacking animation] : playerhealth = playerhealth-2
next i
NOTE: THIS CODE WON'T JUST WORK BY COPY AND PASTE
I hope this helps in some way. If you don't understand at first, try to go over it again and again, but even after having done so you still can't make sense of it, please don't hesitate to ask because we are here to help
Good Luck! And remember that coding takes time and practice so be patient
HelloWorld Tommorrow