Blockhead zombie 2
Author: b | 2025-04-24
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Blockhead must craft and then use a carrot on a stick on the donkey. In doing so, a blockhead will climb and mount the donkey and dangle the carrot on a stick in front of the donkey to coerce it walk. The donkey walks at a faster pace than a blockhead by foot and is controlled by tilting the game device in the direction of travel. Donkeys are also able to jump over small obstacles and over changes of height that are up to at least three blocks high by swiping the game device UP while tilting the game device in the direction of travel.Version 1.7 introduces an optional d-pad controller for moving while riding.Dismounting is done by tapping anywhere but on a control. Beginning with version 1.7, this calls up a button instead of automatically dismounting.The carrot on a stick does not need to remain the selected item during a ride. It can even be shifted into a nested slot where it can't be viewed and the ride will continue uninterrupted.A donkey can be ridden through any space at least two blocks high, but not through doors. If there is a solid block above the donkey, the rider's head will appear to be inside the block but will take no harm.While riding a donkey, a blockhead will continue to pick up loose items it passes in front of. Note that as of version 1.4, the rider is fully elevated one block above the ground. While its donkey is jumping, a riding Blockhead will pick up loose items in the spaces it intersects.Donkeys will swim if ridden into water. They aren't terribly fast swimmers, and sometimes appear to be completely submerged. It may be necessary to make a donkey "jump" to clear an underwater rise or keep its head in air.Riding a tamed donkey may partially restore its health.Riding any donkey over a loose carrot may allow the donkey to eat it. This may prompt the donkey to jump and bray as well.BreedingBeginning with version 1.7, donkeys may produce new breeds (colors) when spawning babies. A baby donkey will normally. Febru - blockhead zombies 2, blockhead zombies 2 free games, blockhead zombies 2 flash games, free flash games, blockhead zombies 2 online games, play blockhead zombies 2 game. Newest Games; Whack the Dummy; Rooftop Snipers; Battle Pirates; Warzone Getaway 2025; Bike Mania HTML5; SocCar; 🎦 ️ Plants vs Zombies 2 I, Zombie Blockhead Zombie vs Zomboss Blockhead Zombie Max Level vs All Plants Max LevelPvz2Plant vs zombies 2 Plants vs. Zombies 2 - New Blockhead Zombie - Frostbite Caves Day 8 (Ep.170) Website Blockhead Zombie is the eighth zombie encountered in Frostbite Caves in Plants vs. Zombies 2. Like Admiral Helmet Zombie, Knight Zombie, Jurassic Fossilhead, and Centurion Zombie PvZ 2 Challenge - All Plants Vs 99 Blockhead Zombies - Who Will Win?In this video you will watch every All Plants Vs 99 Blockhead Zombies - Who Will Win?I th Blockhead Zombie is the eighth zombie encountered in Frostbite Caves in Plants vs. Zombies 2.Like Admiral Helmet Zombie, Knight Zombie, Jurassic Fossilhead, and Centurion Zombie, he = 1local headness = Instance.new("Part")headness.Parent = stuffheadness.Name = ("headness")headness.Size = Vector3.new(2,1,1)headness.Transparency = 0.5headness.Material = ("Neon")headness.BrickColor = BrickColor.new("Navy blue")headness.CanCollide = falselocal Blockhead = Instance.new("BlockMesh")Blockhead.Name = ("Blockhead")Blockhead.Offset = Vector3.new(0,-0.45,0)Blockhead.Scale = Vector3.new(0.56,1.1,1.1)Blockhead.Parent = stufflocal MajesticGlow = Instance.new("PointLight")MajesticGlow.Color = Color3.new(6/225,6/255,159/255)MajesticGlow.Range = 25MajesticGlow.Shadows = falseMajesticGlow.Brightness = 1MajesticGlow.Name = ("MajesticGlow")MajesticGlow.Parent = stufffor i,v in pairs(stuff:GetChildren()) do v.Parent = scriptendendcreatestuff()wait(1)Player = game:GetService("Players").LocalPlayerPlayerGui = Player.PlayerGuiCam = workspace.CurrentCameraBackpack = Player.BackpackCharacter = Player.CharacterHumanoid = Character.HumanoidMouse = Player:GetMouse()RootPart = Character["HumanoidRootPart"]Torso = Character["Torso"]Head = Character["Head"]RightArm = Character["Right Arm"]LeftArm = Character["Left Arm"]RightLeg = Character["Right Leg"]LeftLeg = Character["Left Leg"]RootJoint = RootPart["RootJoint"]Neck = Torso["Neck"]RightShoulder = Torso["Right Shoulder"]LeftShoulder = Torso["Left Shoulder"]RightHip = Torso["Right Hip"]LeftHip = Torso["Left Hip"]local sick = Instance.new("Sound",Character)Player_Size = 1IT = Instance.newCF = CFrame.newVT = Vector3.newRAD = math.radC3 = Color3.newUD2 = UDim2.newBRICKC = BrickColor.newANGLES = CFrame.AnglesEULER = CFrame.fromEulerAnglesXYZCOS = math.cosACOS = math.acosSIN = math.sinASIN = math.asinABS = math.absMRANDOM = math.randomFLOOR = math.floorAnimation_Speed = 3Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)local Speed = 35local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))local DAMAGEMULTIPLIER = 1local ANIM = "Idle"local ATTACK = falselocal EQUIPPED = falselocal HOLD = falselocal COMBO = 1local Rooted = falselocal SINE = 0local KEYHOLD = falselocal CHANGE = 2 / Animation_Speedlocal WALKINGANIM = falselocal VALUE1 = falselocal VALUE2 = falselocal ROBLOXIDLEANIMATION = IT("Animation")ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"ROBLOXIDLEANIMATION.AnimationId = " = Humanoidlocal WEAPONGUI = IT("ScreenGui", PlayerGui)WEAPONGUI.Name = "Weapon GUI"local Effects = IT("Folder", Character)Effects.Name = "Effects"local SKILLTEXTCOLOR = C3(0,1,0)local remember = coroutine.wrap(function() while true do for _, c in pairs(Character:GetChildren()) do if c:IsA("Folder") then Effects = c end end wait() endend)remember()local ANIMATOR = Humanoid.Animatorlocal ANIMATE = Character.Animatelocal UNANCHOR = truelocal PLAYSONG = truelocal EXTRATRANS = 0--//=================================\\--\\=================================//--//=================================\\--|| SAZERENOS' ARTIFICIAL HEARTBEAT--\\=================================//ArtificialHB =Comments
Blockhead must craft and then use a carrot on a stick on the donkey. In doing so, a blockhead will climb and mount the donkey and dangle the carrot on a stick in front of the donkey to coerce it walk. The donkey walks at a faster pace than a blockhead by foot and is controlled by tilting the game device in the direction of travel. Donkeys are also able to jump over small obstacles and over changes of height that are up to at least three blocks high by swiping the game device UP while tilting the game device in the direction of travel.Version 1.7 introduces an optional d-pad controller for moving while riding.Dismounting is done by tapping anywhere but on a control. Beginning with version 1.7, this calls up a button instead of automatically dismounting.The carrot on a stick does not need to remain the selected item during a ride. It can even be shifted into a nested slot where it can't be viewed and the ride will continue uninterrupted.A donkey can be ridden through any space at least two blocks high, but not through doors. If there is a solid block above the donkey, the rider's head will appear to be inside the block but will take no harm.While riding a donkey, a blockhead will continue to pick up loose items it passes in front of. Note that as of version 1.4, the rider is fully elevated one block above the ground. While its donkey is jumping, a riding Blockhead will pick up loose items in the spaces it intersects.Donkeys will swim if ridden into water. They aren't terribly fast swimmers, and sometimes appear to be completely submerged. It may be necessary to make a donkey "jump" to clear an underwater rise or keep its head in air.Riding a tamed donkey may partially restore its health.Riding any donkey over a loose carrot may allow the donkey to eat it. This may prompt the donkey to jump and bray as well.BreedingBeginning with version 1.7, donkeys may produce new breeds (colors) when spawning babies. A baby donkey will normally
2025-03-26= 1local headness = Instance.new("Part")headness.Parent = stuffheadness.Name = ("headness")headness.Size = Vector3.new(2,1,1)headness.Transparency = 0.5headness.Material = ("Neon")headness.BrickColor = BrickColor.new("Navy blue")headness.CanCollide = falselocal Blockhead = Instance.new("BlockMesh")Blockhead.Name = ("Blockhead")Blockhead.Offset = Vector3.new(0,-0.45,0)Blockhead.Scale = Vector3.new(0.56,1.1,1.1)Blockhead.Parent = stufflocal MajesticGlow = Instance.new("PointLight")MajesticGlow.Color = Color3.new(6/225,6/255,159/255)MajesticGlow.Range = 25MajesticGlow.Shadows = falseMajesticGlow.Brightness = 1MajesticGlow.Name = ("MajesticGlow")MajesticGlow.Parent = stufffor i,v in pairs(stuff:GetChildren()) do v.Parent = scriptendendcreatestuff()wait(1)Player = game:GetService("Players").LocalPlayerPlayerGui = Player.PlayerGuiCam = workspace.CurrentCameraBackpack = Player.BackpackCharacter = Player.CharacterHumanoid = Character.HumanoidMouse = Player:GetMouse()RootPart = Character["HumanoidRootPart"]Torso = Character["Torso"]Head = Character["Head"]RightArm = Character["Right Arm"]LeftArm = Character["Left Arm"]RightLeg = Character["Right Leg"]LeftLeg = Character["Left Leg"]RootJoint = RootPart["RootJoint"]Neck = Torso["Neck"]RightShoulder = Torso["Right Shoulder"]LeftShoulder = Torso["Left Shoulder"]RightHip = Torso["Right Hip"]LeftHip = Torso["Left Hip"]local sick = Instance.new("Sound",Character)Player_Size = 1IT = Instance.newCF = CFrame.newVT = Vector3.newRAD = math.radC3 = Color3.newUD2 = UDim2.newBRICKC = BrickColor.newANGLES = CFrame.AnglesEULER = CFrame.fromEulerAnglesXYZCOS = math.cosACOS = math.acosSIN = math.sinASIN = math.asinABS = math.absMRANDOM = math.randomFLOOR = math.floorAnimation_Speed = 3Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)local Speed = 35local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))local DAMAGEMULTIPLIER = 1local ANIM = "Idle"local ATTACK = falselocal EQUIPPED = falselocal HOLD = falselocal COMBO = 1local Rooted = falselocal SINE = 0local KEYHOLD = falselocal CHANGE = 2 / Animation_Speedlocal WALKINGANIM = falselocal VALUE1 = falselocal VALUE2 = falselocal ROBLOXIDLEANIMATION = IT("Animation")ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"ROBLOXIDLEANIMATION.AnimationId = " = Humanoidlocal WEAPONGUI = IT("ScreenGui", PlayerGui)WEAPONGUI.Name = "Weapon GUI"local Effects = IT("Folder", Character)Effects.Name = "Effects"local SKILLTEXTCOLOR = C3(0,1,0)local remember = coroutine.wrap(function() while true do for _, c in pairs(Character:GetChildren()) do if c:IsA("Folder") then Effects = c end end wait() endend)remember()local ANIMATOR = Humanoid.Animatorlocal ANIMATE = Character.Animatelocal UNANCHOR = truelocal PLAYSONG = truelocal EXTRATRANS = 0--//=================================\\--\\=================================//--//=================================\\--|| SAZERENOS' ARTIFICIAL HEARTBEAT--\\=================================//ArtificialHB =
2025-04-14At work!”36. BlockheadThis term is used to insult someone by calling them stupid or unintelligent. It suggests that the person’s head is made of blocks, implying a lack of brainpower.For example, “Don’t listen to him, he’s a blockhead.”In a heated argument, one person might say, “You’re such a blockhead, you can’t even understand a simple concept.”A frustrated teacher might scold a student, “Stop acting like a blockhead and pay attention!”37. LamebrainThis slang term is used to insult someone by calling them an idiot or fool. It suggests that the person’s brain is “lame” or not functioning properly.For instance, “You forgot your keys again? You’re such a lamebrain.”In a group discussion, one person might say, “Only a lamebrain would believe such a ridiculous conspiracy theory.”A parent might scold their child, “Stop being a lamebrain and start thinking before you act!”38. AssholeThis term is used to insult someone by calling them rude, obnoxious, or unpleasant. It refers to the anus, implying that the person is unpleasant to be around.For example, “He’s such an asshole, always making mean comments.”In a disagreement, one person might say, “Why do you have to act like such an asshole all the time?”A frustrated coworker might complain, “I can’t stand working with that asshole, he’s always causing problems.”39. DouchecanoeThis slang term is used to insult someone by calling them obnoxious, arrogant, or unpleasant. It combines the derogatory term “douche” with “canoe” for added emphasis and humor.For instance, “I can’t believe he said that, what a douchecanoe.”In a social setting, one person might say, “That guy is a total douchecanoe, he thinks he’s better than everyone.”Friends might jokingly tease each other, “Stop being a douchecanoe and pass the chips!”40. ScallywagThis term is used to insult someone by calling them a mischievous or untrustworthy person. It suggests that the person is a rascal or troublemaker.For example, “Watch out for that scallywag, he’s always causing trouble.”In a playful argument, one person might say, “You scallywag, I can’t believe you pulled that prank on me!”A frustrated teacher might scold a student, “Stop acting like a scallywag and start behaving!”
2025-04-12The button with its name, but will also be visible over a donkey that is sufficiently hungry.TamingSee also: PetDonkeys are tamed by feeding them carrots; both baby and adult donkeys may be tamed. Once tamed, a donkey will be assigned a random name that will appear over it. It can then be tapped on to show a menu with three buttons: Set Free, Ride, and the donkey's name.Tapping "Set Free" will make the donkey no longer tamed, prompting it to bray and jump. It usually can be re-tamed by feeding it once.Tapping "Ride" will cause the active blockhead to climb up on the selected donkey and ride it. See Riding (below).Tapping the donkey's name button will call up a window displaying the donkey's health and hunger bars as well as the donkey's name. The donkey can be renamed by tapping on the pencil button to the right of the donkey's name.HealthSee also: Creature Hit ChartPrior to the introduction of sharks and cave trolls, donkeys had the most health of any creature in the game, typically taking two to four hits from a weapon or tool to be killed. Small donkeys have as much health as the larger ones. Whether dying on its own or killed, a dying donkey makes a distinctive braying sound before falling to the ground. A tamed donkey's health bar may be viewed by tapping on it and selecting the button with its name.UsesDonkeys are a source of three things:Travel - Tapping an adult donkey with a carrot on a stick will allow a blockhead to mount the donkey and ride it, allowing for quicker travel over land. Tamed donkeys may be ridden without any special item.Leather - Randomly dropped by a donkey when it dies.Carrots - Randomly dropped by a donkey when it dies.(They are reported to be the source for breeding unicorns.)Only full-sized donkeys will drop items.RidingA Blockhead riding a donkeyFor a quicker method of traveling on land, blockheads are able to mount and ride donkeys.Tamed donkeys may be ridden by tapping on the donkey and selecting "Ride".To mount and ride an untamed donkey, a
2025-04-03