Lets assume that each animation has 30 frames, for a total of 90 frames of animation.
dbLoadObject( "monster-stand.x", 1 ); // loads basic model
dbAppendObject( "monster-attack.x", 1, 31 ); // appends the attack animation, starting animation at frame 31
dbAppendObject( "monster-die.x", 1, 61 ); // appends the die animation, starting at frame 61
So now, you have a single model, model 1, that has 90 frames of animation: stand 1-30, attack 31-60, and die 61-90
If you used this following code;
...it would play all 90 frames and loop back.
Hope that helped mate!
*EDIT* - One more thing. You really shouldn't be using objects like this =P It's pretty inefficient loading wise as well as HD space-wise, especially if your models are getting pretty big! It would be best to combine all the animations in a modeler, then load the entire model with all the animations.
Tux is my guildmaster.