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 Jun 2, 2013hey, there is a bug in the latest version.
Verticle angles are inverted when autoaiming a cannon. Aiming down increases the vertivle angle while aiming up decreases it. This makes autoaiming useless. Please fix.
-
View User Profile
-
Send Message
Posted Jun 2, 2013Built the exact same thing it says to build with /cannons build. Cannon
-
View User Profile
-
Send Message
Posted Jun 2, 2013@marafca2 Can you send me a picture of your cannon?
@robotnikthingy I have rewritten it, so the cannon loads now before firing. Which is more logically.
@Crysillion There is also a permission node in the projectile config. Check the config file of your projectile if the permission is correct. But projectile.* should also work. I will check this as soon as possible.
-
View User Profile
-
Send Message
Posted Jun 2, 2013Hello!
Ever since swapping to Cannons 2.0, Permissions are a bit funky. For instance, players may build cannons, angle them, and load them with gunpowder - but when it comes to actual projectiles, they do not have permission.
The nodes they have in an attempt to fix this problem are:
- cannon.player.build
- cannons.player.adjust
- cannons.player.build
- cannons.player.command
- cannons.player.fire
- cannons.player.load
- cannons.projectile
- cannons.projectile.*
- cannons.projectile.tnt
Yet, even with this much overkill in projectiles, they can't load anything - not even TNT. What am I missing?
Please note I also tried to give them cannons.* and that didn't fix it.
-
View User Profile
-
Send Message
Posted Jun 2, 2013@DerPavlov
Oh, i think i forgot a step
1. Build cannon
2.Load cannon manually
3. Fire cannon manually
4.load cannon manually
5.fire cannon using redstone
6.assume the cannon autoloads, try to fire using redstone again
7.cannon was not autoloaded and does not fire
-
View User Profile
-
Send Message
Posted Jun 2, 2013Hello, I am having the same issue with the cannon not being recognized, I have replaced the classic.schematic and no errors are thrown throughout the log file. Everything loads correctly, I can do the cannon commands such as /cannons build etc. It just won't acknowledge the cannon being built.
-
View User Profile
-
Send Message
Posted Jun 2, 2013@robotnikthingy I don't know if I understand it correctly, but if you fire a cannon manually it will be empty (not loaded). Then it can't fire because there is no charge in the cannon. At the moment the cannon is loaded after firing, so there will be a charge in the barrel after firing. However I will change that with the next release so it reloads before firing with redstone.
-
View User Profile
-
Send Message
Posted Jun 2, 2013Well, it seems like i found a solution to the autoloading problem.
Im not sure what exactly was causing it, but by copying the new config file for the classic cannon, and changing everything to make it act like the cannon i wanted it to act like, it now works.
My guess is that autoloading does not work when using the older config file organization, like that cannon was using.
Edit: actually, i may have also found a small bug that got me a little confused as well. If you fire a cannon manually, then try to fire it using redstone, it will not autoload or fire. If you make a cannon and only fire it using redstone and never manually fire it, then it autoloads fine
-
View User Profile
-
Send Message
Posted Jun 2, 2013@aukwin Please check the log. If there is an error while loading cannons with 'classic.schematic can't be null' then replace the classic.schematic.
https://dl.dropboxusercontent.com/u/16404245/Cannons/classic.schematic
-
View User Profile
-
Send Message
Posted Jun 2, 2013at 1.5.2 it would not work for my il make the cannon and place the tortch at the end and it doese nothing
-
View User Profile
-
Send Message
Posted Jun 2, 2013@DERPAVLOV TANKS IT WORKS NOW VERRY THANKS
-
View User Profile
-
Send Message
Posted Jun 2, 2013@Murga4 With all factions "disconnected" you mean, the no damage is done when no faction member is online? This is more a problem of factions, because they have to cancel the explosion events. I will contact them.
There was a typo in the config file, so the buildlimitA was 10, no matter what you set in the config. But you can use cannons.player.limit.1 to directly set a number of buildable cannons in the permissions.
-
View User Profile
-
Send Message
Posted Jun 1, 2013-all factions "disconnected" explode with this plugin (it's a BIG problem for factions plugin) -buildLimit does not work: (players can build infinite cannons) useLimits: true buildLimitA: 1 buildLimitB: 1
-
View User Profile
-
Send Message
Posted Jun 1, 2013@marthijn99 Replace the classic.schematic with this one:
https://dl.dropboxusercontent.com/u/16404245/Cannons/classic.schematic
-
View User Profile
-
Send Message
Posted Jun 1, 2013it does not work on my server it says secmetic not loadable error while loading schematic plugins/cannons/designs/classic.secmatic : java.;lang.nullpointerexeption; does file exist true
please help
-
View User Profile
-
Send Message
Posted Jun 1, 2013@DerPavlov
Im still not having any luck with getting autoloading to work using the design i posted earlier. I fixed the out of memory erro, but i do get this error now instead on startup
http://dev.bukkit.org/paste/7868/
also i decided to turn debug mode on to see if i find anything, and the console is being spammed many times every second by messages like this http://dev.bukkit.org/paste/7869/
-
View User Profile
-
Send Message
Posted Jun 1, 2013@DavJaVu69 The old config file are not valid anymore. You have to make a new cannon design. Best load and edit the default classic.schematic with worldedit. I hope this little extra information helps you:
http://dev.bukkit.org/bukkit-mods/cannons/pages/installation-and-configuration/cannons-2-0-and-up/creating/
-
View User Profile
-
Send Message
Posted Jun 1, 2013Wondered if you could help me, i installed this plugin to my server a few days ago and it worked but i could only build the cannon 3 block long iv been through all the configs and it says it can be built 2-6. iv tried restarting the server with new configs, new schematics, removing the plugin and installing it via FTP with the newest version of plugin, tried doing a work around by having the old version of plugin installed then updating it via FTP.
I have noticed if i change the configs on the server and enter the plugin to the plugin list it wont save and i have the feeling i am completely missing the simplest. if you could shed some light it would be much appreciated (also i am using clanforge if that helps)
Thanks
-
View User Profile
-
Send Message
Posted Jun 1, 2013@Lonman22 If you set 'playeronly: true' only the owner can use the cannon. At the moment there is no way to change it. But you can make the cannon public by changing the config of the cannon. Mixing of private public cannon designs is also possible. I will add a few commands to give the player permission for a cannon.
-
View User Profile
-
Send Message
Posted Jun 1, 2013hai there love the plugin, but....there is still a problem with the schematic file.
09:26:55 [SEVERE] [Cannons] Schematic not loadable 09:26:55 [SEVERE] [Cannons] Error while loading schematic plugins/Cannons/designs/classic.schematic :java.lang.NullPointerException; does file exist: true
i downloaded the file from your dropbox and that worked..