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

-
View User Profile
-
Send Message
Posted Sep 12, 2014Any chance of the old simple cannons plugin being offered as well? I liked the simplicity (yeah, that's how long ago I used it :P)
-
View User Profile
-
Send Message
Posted Sep 12, 2014@DerPavlov
I am op, the rest of what you asked me to do... uhm... I'll get back to you when I figure out what you mean ;P
EDIT: Did like you said and that cannon worked. Might I ask why? Pasting in a schematic seems a little much? :PEDIT2: Ah, sorry. So with the schematic that are included at the start the wool have to be black? That works. Sorry, been so long since I was here so I just assumed it still supported whatever color of wool I like... (And I understand I can just make a schematic with each wool color). The bright side I guess is that this mean that cannons support modded blocks? Just adding them to a schematic should work, yes?
-
View User Profile
-
Send Message
Posted Sep 11, 2014@ursak I assume you have worldedit, since the plugins seems to make some messages. When your are not OP and your are missing the permissions to build a cannon, you will not be able to create a cannon.
What you can try is loading the classic.schematic with worldedit. Therefore copy the design from cannons/designs to worldedit/schematics. Replace the lever with a stone button and it should work.
Let me know if the problem persists
-
View User Profile
-
Send Message
Posted Sep 10, 2014Doesnt work for me at all. Doesnt react when I build a cannon. No error message, no message at all. Plugin is green in list and is loaded.
Tried debugg and keep getting "Redstone event was fired by TRIPWIRE_HOOK" without even doing anything.
-
View User Profile
-
Send Message
Posted Sep 3, 2014@FlOppythp Sounds good. Unfortunately I have to finish a different project which consume all my time at the moment. But I will start to implement new feature as soon I have time.
-
View User Profile
-
Send Message
Posted Aug 6, 2014@GodsDead For movecraft you have to place a sign on the cannon. You will get text on your wall sign if it worked.
There is also an API available for cannons, but I don't know if they have implemented that one.
-
View User Profile
-
Send Message
Posted Aug 5, 2014Problem with Movecraft, If I remember correctly there was support for movecraft? So when a cannon was moved its data was updated and it was still useable.
Now a cannon's posision is not updated when moved in movecraft, maybe recent movecraft updates have changed how this plugin handles.
There was a recent update to movecraft for 1.7.10 builds, Please support this!
-
View User Profile
-
Send Message
Posted Jul 30, 2014@Silversbane So i am back from my holiday and i am a little bit confused by the wall of text. Are there any questions left?
I didn't had a good idea where I can put this messages so they would be individual for every cannon design. Let me think about this.
It could be difficult to overwrite the explosion effect of minecraft itself. Best would be use no explosion at all, but that would not be an alternative.
@FlOppythp That would be interesting and should not be that hard to implement.
-
View User Profile
-
Send Message
Posted Jul 23, 2014I have made a custom catapult design. I will post a video of it for you soon. Few requests though. 1) Need to change the following text, is this possible? For trebuchet [Cannons] No gunpowder. Please load the barrel. to [Cannons] No Counterweight. Please load with weight.
[Cannons] 1kg of 1kg of Gunpowder loaded. to [Cannons] 1kg of 1kg Counterweight loaded.
For Mangonel [Cannons] No gunpowder. Please load the barrel. to [Cannons] No tension. Please rewind tension.
[Cannons] 1kg of 1kg of Gunpowder loaded. to [Cannons] 1kg of 1kg tension added.
I could not find a valid place in the config to change either one of those.
2) Everytime my blocks hit they still have the explode sound even if I change it. My guess this has to do with the explosion property given to the projectiles. Anyway to override this?
Thanks for your time. Once I have a battle with these I will send the video your way.
-
View User Profile
-
Send Message
Posted Jul 22, 2014You also say see Kinetic Energy in your velocity config can you please supply me with the link on how that math is done? Thank you
-
View User Profile
-
Send Message
Posted Jul 22, 2014Specifically looking for human_cannonball and observer thanks
-
View User Profile
-
Send Message
Posted Jul 22, 2014Can I get a detailed explanation of the following projectile properties. Thank you possible properties are: superbreaker, incendiary, human_cannonball, teleport, observer
-
View User Profile
-
Send Message
Posted Jul 18, 2014@TokracraftLike he said. All plugins that protect you from explosions (TNT, Creeper) will also prevent an explosion from cannons. Cannons uses entity 'null' instead of 'TNT primed' or 'Creeper'. So you can either enable all explosions in this area, or try to enable 'custom-explosion' like it is called worldguard.
-
View User Profile
-
Send Message
Posted Jul 17, 2014Someone please help me! I installed this plugin, but when using a canon it sais: Impact was at x, y, z but the area is protected
Is there any way to bypass this?
-
View User Profile
-
Send Message
Posted Jul 16, 2014@FlOppythp There is no cannons projectile which uses these kind of settings, so if you use such a thing - it on your own risk. Explosions and spawing entities takes always much performance, but I can investigate the problem. However if you would ask in a more polite tone it would get a higher priority.
-
View User Profile
-
Send Message
Posted Jul 16, 2014@FlOppythp The explosion stuff was removed and reimplemented as sound. Look in the default projectile and you will find a new sound sections, where you can set the type, volume and pitch.
Impact sounds will always the overwritten by the options in the config 'imitatedEffects' and maximum sound distance.
@Wolfie_Waffle I had some problem while testing because I fired at a protected region. If you turn on the debug mode in the config and find: 'explode event canceld: true' then a protection plugin stopped the penetration of the projectile. There are also options to turn of penetration block breaking ('doesPenetrationDamage') and explosion block breaking ('doesExplosionDamage'). You need also a explosion power of 3 to break stone. Let me know if this fixed the problem.
-
View User Profile
-
Send Message
Posted Jul 15, 2014Is anyone else having the issue of projectiles exploding on a wall but not actually damaging blocks? its not a config issue, I think it has something to do with velocity. I am not a coder but I think that detecting when the projectile hits and then make an explosion at the exact coordinates right in front of the block it hits rather than right "in" or "on" the block might make a more tnt-like explosion, but again, I'm not a coder so forgive me if this is a mistake.
-
View User Profile
-
Send Message
Posted Jul 15, 2014@FlOppythp Can't confirm that. I have direct Hit on Pigs with 92 damage and near miss hits with 6. In any case the pig dies. Best check in the debug mode if there is an 'apply damage to entity'.
-
View User Profile
-
Send Message
Posted Jul 13, 2014I plotted the range of a cannon depending on speed of the projectile and the angle. Maybe you find this useful. First step to cannons autoaiming :)
Cannon range chart
-
View User Profile
-
Send Message
Posted Jul 12, 2014@Yisewalton You have to add the new projectile the the list of 'allowedProjectiles' in your cannon design.
http://dev.bukkit.org/bukkit-plugins/cannons/pages/projectile-configuration-files/