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531

A /freeze command

under review

28 Comments

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  • 15
    Registered User commented
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    Some of the things you listed as things to freeze (weather, crop growth, mob spawning) can already be turned off using gamerules (apart from crop growth if you're in Bedrock edition). I think that this is a better list of things you can freeze:

    • Entities
    • Blocks updating
    • Players (so they can't move or interact with the world, and you should probably also be able to choose which players get frozen)
    • Everything (even things not covered by the other things listed; it's as if the server isn't running at all)

    This is the command syntax that I would suggest:

    freeze (entities|blocks|players|everything) (on|off|toggle) [<duration>] [<affectedEntities>]

    I think that the duration argument should be in game ticks (1/20 of a second) rather than seconds, so we can be more specific about the timing. The affectedEntities argument is only used when freezing entities or players.

  • 6
    Registered User commented
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    Why not just incorporate the TickrateChanger mod from modded Java Minecraft? It basically lets you do /freeze and /speed.

  • 1
    Registered User commented
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    I'm agree with JochCool it's better freeze entities than the time or in my perspective its better freeze players or other entitie and maybe freeze the camera to make cinematics and the player can't move the camera and body.

    What you think about it?

  • 2
    Registered User commented
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    To freeze an entity: /data merge @e[type=creeper,limit=1,sort=nearest] {NoAI:1}

  • 1
    Registered User commented
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    For the Mobs I think you could just do /entitydata @e {NoAI:1}

  • 1
    Registered User commented
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    I agree with JochCool

  • 2
    Registered User commented
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    /freeze enable

    to active the freezing

    &

    /freeze disable

    to remove the freezing

    would be better?

     

     

  • 0
    Registered User commented
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    I think instead of the /unfreeze it should be /freeze 0 cropGrowth, mobSpawn, textures

  • 1
    Registered User commented
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    I agree but what about if you are doing multiplayer

  • 0
    Registered User commented
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    that is big brain

  • 2
    Registered User commented
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    ZA WARUDO! TOKI WO TOMARE! :D

  • 0
    Registered User commented
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    Captain Kcaz NoAI doesn't exist in bedrock

  • 0
    Registered User commented
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    "execute @e[type=!player] ~ ~ ~ tp @e[type=!player] ~ ~ ~". Done.

  • 2
    Registered User commented
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    You could add an effect instead. Paralyse.

    /effect [@a/@s/@e/@p/playername] paraslysis [amount.seconds] [strength. (not really needed)]

  • 0
    Registered User commented
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    I prefer the NoAI suggestions more...

  • 0
    Registered User commented
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    I think it should be /freeze <apply/clear> <entity/player/@letter> <duration> <instantdamage> <showeffect>

    Kind of like the /effect command

    showeffect is to show that freezing effect you see on screen.

    instantdamage is like so do you immediatly start taking damage or does the freeze affect fade in and then you take damage

  • 1
    Registered User commented
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    Most of this can already be done with a set of commands involving nogravity, noai, and gamerules you already mentioned. What if instead, there was a /time command that changed the rate at which time moved? (possibly even with negative values???)

  • 0
    Registered User commented
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    Yeah and it could be possible to choose the range of the commands effect.

     

     

  • 0
    Registered User commented
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    Good for servers

  • 0
    Registered User commented
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    I think that you should be able to freeze only part of the world using coordinates like in /fill command and others like it, but in default it should be for all of the world like originally.

  • 0
    Registered User commented
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    freeze certain blocks/regions/chunks so they don't update 

  • 0
    Registered User commented
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    gosh this would be so helpful when taking thumbnail shots and things like that

  • 0
    Registered User commented
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    This could work great for a cinematic shot of a build.

  • 1
    Registered User commented
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    I feel like this command may create some problems within the game.

  • 0
    Registered User commented
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    This is a great idea because more ideas to your hunted house idea!

  • 1
    Registered User commented
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    Im pretty sure you can already do that

    "pretty sure"

  • 0
    Registered User commented
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    Can you not set tick speed to zero, which stops things from moving?

  • 0
    Registered User commented
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    Maybe also add a way to step a single tick at a time (/freeze step [])