Cannons
What can it do?
Cannons is a highly configurable plugin which allows you to fire block build cannons. It is possible to aim and load different amounts of gunpowder to hit targets at different ranges. The power of redstone makes it possible to set the gun to auto load and activate the rapid fire mode. Choose your projectile from a broad spectrum of cannonballs and smash the enemy.
With Cannons 2.0 you are also able to design your own cannons using .schematic files and give each cannon their own settings, as well as different types of projectiles.

Features
- Build a cannon out blocks
- Design your own cannon and save it as .schematic
- Design and fire different projectiles to smash your enemy
- Use redstone to fire guns from distance
- Rapid fire with auto-load possible
- Destroyed blocks can be restored with CreeperHeal (if 'custom' option is true)
- Cannons will stay load and aligned due to the database
- Movement plugins (e.g. Movecraft) are supported if a cannon has a sign to store a tag
- API for ships plugins (e.g. iSails) to use cannons on ships without signs.
Videos
by ServerMiner
by wickedbrother
Out-dated showcase 1
Out-dated showcase 2
Recommended plugins
- ObsidianDestroyer
- WorldGuard (flag protection: '/region flag NAME other-explosion deny')
- CreeperHeal (set 'custom explosion' for your world to repair cannon damage)
Installation
- Install WorldEdit first (don't forget this)
- Copy the cannons.jar into your Bukkit's "plugins" directory, then run the server.
Dependencies
This plugin requires:
Metrics
This plugin utilises Hidendra's plugin metrics system, which means that the following information is collected and sent to mcstats.org:
- A unique identifier
- The server's version of Java
- Whether the server is in offline or online mode
- The plugin's version
- The server's version
- The OS version/name and architecture
- The core count for the CPU
- The number of players online
- The Metrics version If you wish to disable this feature (/me cries), you can do so by opt-ing out, which you can do in the config file under /plugins/PluginMetrics/
Information for Cannons 2.x
Tutorial:
Additional information:
Cannon Designs
- Share your designs with other people: Cannon Designs
Known Bugs
- The cannon ball (snowball) becomes invisible after 60 blocks but hits the target.
- Voxelsniper will delete Buttons/Torches when you load the gun (be careful when you click the barrel)
Need Help?
Credits
- Raser4000
- DreTax
- JlJlJl
- and many more

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Posted May 25, 2014@FlOppythp I can't reproduce the problem, but since it only occurs once it has not top priority. I have only tested the upcoming version, maybe I have already fixed that problem
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Posted May 24, 2014@FlOppythp Which pressure plate and setup did you use, It seems to work just fine with minecraft 1.7.9 and the upcomming cannons version.
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Posted May 19, 2014@Typical_Name You can set the defaultVerticalAngle to 90 to fire up (-90 to fire down). But make sure that the projectile explodes in the air, or you will blow up your own cannon :)
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Posted May 19, 2014Is it possible to have "up" or "down" as directions for the muzzle, or do only north/south/east/west work? An "up" direction would be useful for things like firework launchers, whereas a "down" might be used for a mining drill or an orbital bombardment platform.
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Posted May 18, 2014@AlexSmith49 You want to fire the cannon from the distance with redstone? You can place a chest next to the barrel to autoreload the cannon if you activate it in the config. The cannons uses ammo and gunpowder from the chest to reload. If you want to make the cannon part of the cannon I would need to add an boolean in the config file. Should not be a problem.
https://dl.dropboxusercontent.com/u/16404245/2012-05-17_19.46.26.png
The firing location is defined in the cannons schematic by the muzzle location (default is a snowblock). You can also set multiple snowblock and it should take the the middle point.
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Posted May 18, 2014So I'm working on tanks and anti-tank guns, and I was wondering if it'd be possible to do away with all the redstone (I found myself immensly confused by all of it, and it took me a few days to create a working tank gun.) Personally, all I feel woul be necesary in the config (other options could simply be optional for greater customization) would be a chest (ammo/"gunpowder"), where shot is to be fired from, and the trigger. I understand if this would take too much time, or would break the way the plugin detects cannons.
Thanks for all the great work on this amazing plugin!
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Posted May 18, 2014@Typical_Name Automatic firing would be the thing you should start with. If you don't find this options in your projectile config, rename the projectile folder and restart the servers.
I will add a randomizer for the spawned blocks.
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Posted May 17, 2014Is there a way to add a delay to some but not all of the projectiles in a multi-shot projectile? I'm wanting to make something akin to a hwacha, but I think it would feel more realistic if the arrows didn't all fire off at the same time. (For that matter, is there a way I can have my projectiles be arrows instead of snowballs? If not that's fine too, a cannonball hwacha might be kind of cool.)
Additionally, is there a way to randomize the blocks spawned by a projectile? I was considering, as a joke, to make a projectile that spawned randomly-multicolored wool blocks when it exploded.
Also, Mr. Floppy, I suggest you stop being an ass if you want your requests to be considered.
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Posted May 8, 2014@FlOppythp The message: BarrelTooHot is a delay to prevent rapid fire. It will be gone in the next version. But you can also set barrelCooldownTime to zero to circumvent it.
If you don't like the reload think, disable it (autoreload: false). Else put a chest next to the cannon, load it with gunpowder and projectiles, and 'shift +right click' the torch to fire the cannon (I am not sure it this works for your version). But it works definitely with redstone.
Please watch your language and keep in mind that I am not your personal programming bot.
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Posted May 7, 2014@FlOppythp Actually you can set the delay to 0.05s. That would be 20 shots per second. Depending on the size of the projectile 1 shot per second is already pretty fast reloading.
Using seconds and ticks comes to the same. I think seconds are easier to understand.
I will think about the mortar thing.
@Conorserver I will contact the developer
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Posted May 5, 2014Can you support the plugin Ships!
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Posted Apr 30, 2014@fancypantsy19
Use ' '
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Posted Apr 29, 2014Im not able to disable a message by simply using a single space in the string. When I reload the plugin to check for changes it just reverts back to default english?
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Posted Apr 27, 2014@AlexSmith49 Already implemented in the upcoming version. If you have more suggestions let me know.
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Posted Apr 26, 2014Could you please add the ability to do the following if possible and you want to /have the time?: When you enter aiming mode, you right click a second time to set target. Punch with clock to fire cannon. With this, it'd be easier for vehicles like planes and tanks to quickly aim and fire instead of a painful aim, exit aiming mode, click button.
Thanks
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Posted Apr 26, 2014@GodsDead You can change the permission in the projectile to e.g. 'cannons.projectile.enderpearl'. Then only players with this permission can fire this projectile. The same applies if you change the permission in the cannon design.
Lets say the basic gunner has 'cannons.projectile.default', then he can only use cobblestone. If you make a second group with 'cannons.projectile.default' and 'cannons.projectile.enderpearl', he can also use enderpearls.
Let me know if you have any problem with this stuff. I haven't probably tested this part so there might be typos in there.
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Posted Apr 24, 2014Hey!
Question about Projectile and cannon permissions. My "Gunner" rank could only use Cobblestone projectiles, Until I added cannons.projectile.default.
Would cannons.projectile.endpearl etc set permission to that specific projectile? Also is there a way to limit which groups can use which cannons?
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Posted Apr 20, 2014@FlOppythp Minecraft stops updating projectiles after a while. I made a function that updates the projectile to keep it alive.
@twetwetwetwe JIJIJI helped a lot in bugfixing. The upcoming version has several improvements.
@LordDarkSkull88 Per command or sign, and the shape is not important? Can you explain how you would build and operate the cannon? Might be a new feature for the next version.
@Lepoty I think the problem is that cannon sign is an unloaded area. I hope this bug is fixed in the upcoming version.
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Posted Apr 20, 2014-
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Posted Apr 19, 2014This is not working for me. It wont make it into a cannon after I set it up.