Shivam3d,
I am sure there are numerous ways to achieve what you want.
In my case I use a single tile size entity as a floor section to a train track and position it in script to a point half way between normal floor and ceiling height. Of course you will have to duplicate it as many times as needed along the length of your tracks.
That may mean you will need many instances of the entity. In my case a great deal of them. At one time high numbers of entities had little effect on FPSC gameplay speeds. Now the effect is much greater as recent versions of FPSC bear a greater burden overall and do not hold up so well with complex levels with high volumes of content.
Why? well because most users want to have Characters in their games and with recent versions of FPSC in large levels with a high degree of complexity and large numbers of entities and world objects the adverse affect of Characters on fps is greater or more pronounced than it was in earlier versions.
Effectively FPSC now has many more calls to the engine having more features than it used to. The result in trying to push it to its limit in world content levels and complexity reduces the number of characters you can have before they seriously affect gameplay.
At least thats the case in my instance.