You MIGHT be able to SOC an invisible spring with no gravity. This invisible spring would have the spawnstate of a state with a SPR_DISS sprite (Invisible). Once this spring is hit, it'll go to it's seestate that should repeat itself and show the hang-rail sprite.EMPEROR METALLIX said:Now aside from a little scenery, how can we make this look realistic, like sonics holding onto an object attatched to the rail...
The seestate is what most objects that are springs (mobj flag of MF_SPRING) go in to after being hit. In this case, once this invisible object is hit you should have it have a state repeating itself and which has a state action of A_CapeChase. But before the A_CapeChase, don't forget to have a state doing an action of A_FindTarget to find the nearest player!
tl;dr/easier understanding:
New mobj thing with flags of MF_NOGRAVITY, MF_SPRING, MF_FLOAT, and MF_SHOOTABLE.
Spawnstate of a state with a spriteset of SPR_DISS, duration of -1.
Seestate of a state of the same thing but pointing to a state, duration of 1
Next state having an action of A_FindTarget, looking for the nearest player, duration of 0, pointing to the state with A_CapeChase.
Next state having action of A_CapeChase, chasing it's target, duration of 1, pointing to itself.
As for the actual rail, you might need to use a series of FOFs.
In this case, you could position the hang rail object JUST below the actual rail (Z height/offset of 0) and add a mobj flag of MF_SPAWNCEILING (?) to the rail object. This way, adjusting the mobj thing's Z height/offset would be upside down and slightly easier to work with possibly (?). You could use the ceiling spike as your guide.