> For the complete documentation index, see [llms.txt](https://daikirai.gitbook.io/scripting/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://daikirai.gitbook.io/scripting/network/freeze.md).

# Freeze

While they are held, players can stop moving on your screen, blocks can stop changing, and time can stop advancing from your view. You can still move and act locally, but the server does not acknowledge those actions until the queued updates are released.

## Stop and release incoming updates

`Auto-disable` turns Freeze off after the selected number of ticks. Set it to `0` to keep Freeze active until you disable it. The slider accepts `0-200 ticks`.

`Activate on hit` starts Freeze when you take damage. `Disable on bed break` releases the updates when a nearby bed breaks. `Disable on interact` releases them when you interact with a block.

## Let selected updates through

These toggles allow one type of incoming update through while the rest stay frozen:

* `Update block changes` keeps block events current.
* `Update player health` keeps health updates current.
* `Update player positions` keeps player movement current.
* `Update chat messages` keeps chat current.
* `Update scoreboard` keeps scoreboard updates current.
* `Update sound effects` keeps sounds current.

## See what is waiting

`Show freeze ticks` displays the number of queued ticks on the HUD. `Show knockback direction` draws an arrow for buffered knockback, which shows the direction of the movement that will arrive when the queue is released.

{% hint style="info" %}
Freeze holds incoming packets from the server. [Blink](/scripting/network/blink.md) holds outgoing movement packets from your client, so they affect opposite directions of traffic.
{% endhint %}

If you want a timed delay for your own outgoing packets, see [Fake Lag](/scripting/network/fake-lag.md).
