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Freezing all mobs, testing for a player in a boat, then unfreezing all mobs


Making mobs invincibleSingle Player Commands “java.lang.StackOverflowError”Summoning invincible boats and minecartsMaking player invincible to mobs, but not other playersTest if player is holding something but the specified itemIs there an easier way to detect for a block around the player?Unrideable boatsCan you remove all scoreboard tags from a player at once?How to make your player invincible / undetectable by zombies?Having trouble testing for mobs with command blocksDetecting a player in a boat Minecraft 1.12.2






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








0















Is there a way that I can freeze all mobs using a command, then test for a player getting on a boat, then unfreeze all the entities? If you are curious as to why I would be wondering this, here is a link to one of my other questions: Making mobs invincible










share|improve this question


























  • So I understand what it is you want to do, you want your bats to be motionless until someone gets in a boat that's riding said bat? Rewording your question to better reflect your general problem might yield better answers.

    – MBraedley
    Apr 27 '14 at 16:34











  • This is a pretty complicated problem, I would suggest freezing all mobs isn't the way to go. Instead possibly spawning a thrown potion of slowness with infinite time as the mob is spawned. Then clearing the effects once you detect the player is in the boat (Still trying to think of a way to detect that)

    – DBS
    Apr 27 '14 at 17:31












  • Actually, given how the plane is made, clearing effects would break it. Unfortunately I don't know of any other way to freeze it in place.

    – DBS
    Apr 27 '14 at 17:50











  • @DBS actually, I found a way to do this, just give the bat a potion of slowness effect set to 255 for a few seconds to give the rider time to get on.

    – DatEpicCoderGuyWhoPrograms
    Apr 27 '14 at 19:31

















0















Is there a way that I can freeze all mobs using a command, then test for a player getting on a boat, then unfreeze all the entities? If you are curious as to why I would be wondering this, here is a link to one of my other questions: Making mobs invincible










share|improve this question


























  • So I understand what it is you want to do, you want your bats to be motionless until someone gets in a boat that's riding said bat? Rewording your question to better reflect your general problem might yield better answers.

    – MBraedley
    Apr 27 '14 at 16:34











  • This is a pretty complicated problem, I would suggest freezing all mobs isn't the way to go. Instead possibly spawning a thrown potion of slowness with infinite time as the mob is spawned. Then clearing the effects once you detect the player is in the boat (Still trying to think of a way to detect that)

    – DBS
    Apr 27 '14 at 17:31












  • Actually, given how the plane is made, clearing effects would break it. Unfortunately I don't know of any other way to freeze it in place.

    – DBS
    Apr 27 '14 at 17:50











  • @DBS actually, I found a way to do this, just give the bat a potion of slowness effect set to 255 for a few seconds to give the rider time to get on.

    – DatEpicCoderGuyWhoPrograms
    Apr 27 '14 at 19:31













0












0








0








Is there a way that I can freeze all mobs using a command, then test for a player getting on a boat, then unfreeze all the entities? If you are curious as to why I would be wondering this, here is a link to one of my other questions: Making mobs invincible










share|improve this question
















Is there a way that I can freeze all mobs using a command, then test for a player getting on a boat, then unfreeze all the entities? If you are curious as to why I would be wondering this, here is a link to one of my other questions: Making mobs invincible







minecraft minecraft-commands






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 1 hour ago









pppery

1,4981 gold badge8 silver badges20 bronze badges




1,4981 gold badge8 silver badges20 bronze badges










asked Apr 27 '14 at 16:25









DatEpicCoderGuyWhoProgramsDatEpicCoderGuyWhoPrograms

1,6677 gold badges31 silver badges55 bronze badges




1,6677 gold badges31 silver badges55 bronze badges















  • So I understand what it is you want to do, you want your bats to be motionless until someone gets in a boat that's riding said bat? Rewording your question to better reflect your general problem might yield better answers.

    – MBraedley
    Apr 27 '14 at 16:34











  • This is a pretty complicated problem, I would suggest freezing all mobs isn't the way to go. Instead possibly spawning a thrown potion of slowness with infinite time as the mob is spawned. Then clearing the effects once you detect the player is in the boat (Still trying to think of a way to detect that)

    – DBS
    Apr 27 '14 at 17:31












  • Actually, given how the plane is made, clearing effects would break it. Unfortunately I don't know of any other way to freeze it in place.

    – DBS
    Apr 27 '14 at 17:50











  • @DBS actually, I found a way to do this, just give the bat a potion of slowness effect set to 255 for a few seconds to give the rider time to get on.

    – DatEpicCoderGuyWhoPrograms
    Apr 27 '14 at 19:31

















  • So I understand what it is you want to do, you want your bats to be motionless until someone gets in a boat that's riding said bat? Rewording your question to better reflect your general problem might yield better answers.

    – MBraedley
    Apr 27 '14 at 16:34











  • This is a pretty complicated problem, I would suggest freezing all mobs isn't the way to go. Instead possibly spawning a thrown potion of slowness with infinite time as the mob is spawned. Then clearing the effects once you detect the player is in the boat (Still trying to think of a way to detect that)

    – DBS
    Apr 27 '14 at 17:31












  • Actually, given how the plane is made, clearing effects would break it. Unfortunately I don't know of any other way to freeze it in place.

    – DBS
    Apr 27 '14 at 17:50











  • @DBS actually, I found a way to do this, just give the bat a potion of slowness effect set to 255 for a few seconds to give the rider time to get on.

    – DatEpicCoderGuyWhoPrograms
    Apr 27 '14 at 19:31
















So I understand what it is you want to do, you want your bats to be motionless until someone gets in a boat that's riding said bat? Rewording your question to better reflect your general problem might yield better answers.

– MBraedley
Apr 27 '14 at 16:34





So I understand what it is you want to do, you want your bats to be motionless until someone gets in a boat that's riding said bat? Rewording your question to better reflect your general problem might yield better answers.

– MBraedley
Apr 27 '14 at 16:34













This is a pretty complicated problem, I would suggest freezing all mobs isn't the way to go. Instead possibly spawning a thrown potion of slowness with infinite time as the mob is spawned. Then clearing the effects once you detect the player is in the boat (Still trying to think of a way to detect that)

– DBS
Apr 27 '14 at 17:31






This is a pretty complicated problem, I would suggest freezing all mobs isn't the way to go. Instead possibly spawning a thrown potion of slowness with infinite time as the mob is spawned. Then clearing the effects once you detect the player is in the boat (Still trying to think of a way to detect that)

– DBS
Apr 27 '14 at 17:31














Actually, given how the plane is made, clearing effects would break it. Unfortunately I don't know of any other way to freeze it in place.

– DBS
Apr 27 '14 at 17:50





Actually, given how the plane is made, clearing effects would break it. Unfortunately I don't know of any other way to freeze it in place.

– DBS
Apr 27 '14 at 17:50













@DBS actually, I found a way to do this, just give the bat a potion of slowness effect set to 255 for a few seconds to give the rider time to get on.

– DatEpicCoderGuyWhoPrograms
Apr 27 '14 at 19:31





@DBS actually, I found a way to do this, just give the bat a potion of slowness effect set to 255 for a few seconds to give the rider time to get on.

– DatEpicCoderGuyWhoPrograms
Apr 27 '14 at 19:31










1 Answer
1






active

oldest

votes


















1














You could use the /effect command to apply slowness to every entity with a really high level and time as such:



/effect @e 2 1000000 255 true


Then when you detect your player in the boat (this is where my knowledge ends), you can clear the effect as such:



/effect @e clear





share|improve this answer

























  • Note that using a straight @e selector is going to cycle through every entity in existence, including those that cannot accept potion effects. A quick way to target only 'living' mobs is to supply the team parameter. For example, leaving it blank (@e[team=]) will target living entities not on a team. Alternatively, the mobs that should be affected could be added to a specific team. You should also be using name IDs instead of numerical ("slowness" rather than "2").

    – Skylinerw
    Jun 5 '16 at 11:54














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1 Answer
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active

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1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









1














You could use the /effect command to apply slowness to every entity with a really high level and time as such:



/effect @e 2 1000000 255 true


Then when you detect your player in the boat (this is where my knowledge ends), you can clear the effect as such:



/effect @e clear





share|improve this answer

























  • Note that using a straight @e selector is going to cycle through every entity in existence, including those that cannot accept potion effects. A quick way to target only 'living' mobs is to supply the team parameter. For example, leaving it blank (@e[team=]) will target living entities not on a team. Alternatively, the mobs that should be affected could be added to a specific team. You should also be using name IDs instead of numerical ("slowness" rather than "2").

    – Skylinerw
    Jun 5 '16 at 11:54
















1














You could use the /effect command to apply slowness to every entity with a really high level and time as such:



/effect @e 2 1000000 255 true


Then when you detect your player in the boat (this is where my knowledge ends), you can clear the effect as such:



/effect @e clear





share|improve this answer

























  • Note that using a straight @e selector is going to cycle through every entity in existence, including those that cannot accept potion effects. A quick way to target only 'living' mobs is to supply the team parameter. For example, leaving it blank (@e[team=]) will target living entities not on a team. Alternatively, the mobs that should be affected could be added to a specific team. You should also be using name IDs instead of numerical ("slowness" rather than "2").

    – Skylinerw
    Jun 5 '16 at 11:54














1












1








1







You could use the /effect command to apply slowness to every entity with a really high level and time as such:



/effect @e 2 1000000 255 true


Then when you detect your player in the boat (this is where my knowledge ends), you can clear the effect as such:



/effect @e clear





share|improve this answer













You could use the /effect command to apply slowness to every entity with a really high level and time as such:



/effect @e 2 1000000 255 true


Then when you detect your player in the boat (this is where my knowledge ends), you can clear the effect as such:



/effect @e clear






share|improve this answer












share|improve this answer



share|improve this answer










answered Jun 5 '16 at 10:44







user144451






















  • Note that using a straight @e selector is going to cycle through every entity in existence, including those that cannot accept potion effects. A quick way to target only 'living' mobs is to supply the team parameter. For example, leaving it blank (@e[team=]) will target living entities not on a team. Alternatively, the mobs that should be affected could be added to a specific team. You should also be using name IDs instead of numerical ("slowness" rather than "2").

    – Skylinerw
    Jun 5 '16 at 11:54


















  • Note that using a straight @e selector is going to cycle through every entity in existence, including those that cannot accept potion effects. A quick way to target only 'living' mobs is to supply the team parameter. For example, leaving it blank (@e[team=]) will target living entities not on a team. Alternatively, the mobs that should be affected could be added to a specific team. You should also be using name IDs instead of numerical ("slowness" rather than "2").

    – Skylinerw
    Jun 5 '16 at 11:54

















Note that using a straight @e selector is going to cycle through every entity in existence, including those that cannot accept potion effects. A quick way to target only 'living' mobs is to supply the team parameter. For example, leaving it blank (@e[team=]) will target living entities not on a team. Alternatively, the mobs that should be affected could be added to a specific team. You should also be using name IDs instead of numerical ("slowness" rather than "2").

– Skylinerw
Jun 5 '16 at 11:54






Note that using a straight @e selector is going to cycle through every entity in existence, including those that cannot accept potion effects. A quick way to target only 'living' mobs is to supply the team parameter. For example, leaving it blank (@e[team=]) will target living entities not on a team. Alternatively, the mobs that should be affected could be added to a specific team. You should also be using name IDs instead of numerical ("slowness" rather than "2").

– Skylinerw
Jun 5 '16 at 11:54


















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