no - and for a lot of reasons, including the fact that a true freeze would mean that nothing happens anymore.
I'll explain how the wait command works, that should explain this to you - and you would have to do something similar.
there is a main game loop that contains and processes all elements in the game, including updating the graphic display and every move route and every event and more. Freezing everything would mean that the display no longer updates and the operating system would think that the game crashed.
Even the wait command doesn't freeze the event - it tells the main game loop to "skip processing this event for x frames/loops". That is why a wait command in a parallel process reduces lag.
You now have to do basically the same: tell the main loop to skip processing those events and actions that should appear "frozen".
But that "skip until" is a property of the objects, which means there is no one command that could freeze everything - you would have to tell every element that requires this to set the property for skipping for a number of frames.
And to do that, you'll need to know which objects need this, and tell every one of them that with another script command.
Identifying those objects is probably possible, but not easy...