in code, it'll look like this, as an example:
// within~added to~for: your 'use' script~function for your 'jeep' Object:
msg ("Where would you like to go?")
get input {
// the 'get input' script~function automatically sets: result = your_typed_in_input_during_game_play
if (result = "station") {
MoveObject (player, station) // 'player.parent = station' also does the same thing as 'MoveObject' script~function
} else if (result = "blah") {
MoveObject (player, blah)
// etc 'else ifs' for each location you want to be able to go to
} else {
msg ("Sorry, wrong input, try again.")
}
}
This is a very simplistic code example, as for example, there should be a check on whether you're already at the location should you type in that location to go to, so if you want this greater code-accounting, let me know, and I can add in the code lines for you.
----------
see if you can do~find the scripts within the GUI~Editor's 'add a script', but if you can't figure it out how to do it on your own, let me know, and I'll help you do this via the GUI~Editor.
-----------
code ~~~ GUI-Editor
msg ("XXX") ~~~ add a script -> output -> print a message -> print [MESSAGE] -> (type in your message)
get input { X } ~~~ add a script -> output -> get input
if (X) { X } else if (X) {X} else { X} ~~~ add a script -> scripts -> if -> [EXPRESSION] -> (type in what I have in my example above)
MoveObject (X, X) ~~~ add a script -> Objects -> MoveObject -> (set it up)
It is VITALLY IMPORTANT that you click on the correct 'add a script' circle buttons, as this determines 'order of operations' (in code terminology it's called 'nesting', aka indentation; a good analogy is an outline format) for the scripts~actions, which must be correct, or you'll have issues~errors.