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 Apr 19, 2016@galacticwarrior Seems that AsyncWorldEdit uses different functions to paste a structure. I will have a look into it.
@harryoui I will implement this.
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Posted Apr 19, 2016@galacticwarrior
I've got the same problem, please fix it =(
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Posted Apr 19, 2016The plugin breaks (cannons and commands do not work) when using the latest version of FastAsyncWorldEdit.
Error log: http://pastebin.com/kN63a4Up
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Posted Apr 19, 2016@DerPavlov
Ideally, I was planning on having it so that players couldn't use the auto load feature of the sentry. Having it constantly making a sound when it isn't loaded seems like a bit of nuisance.
Making it so that it does not make sounds when -the cannon is loaded; (It cannot load due to the fact is already loaded) -the lever is set to the off position; (Because you would be using manual fire instead) -no chest is present. (Manual firing instead)
and that it makes sounds when -lever is on and the chest is empty (Alerting that it is empty) Seems to make more sense for me.
So maybe just like a normal cannon unless the lever is on, declaring it as auto? As the other manually fired cannons don't alert you that they're empty (But I guess that they don't fire without your intervention). Then I guess you would have to have another way to tell if the sentry was empty.
Thanks for your help! It seems that I'll just have to have to keep my sentry cannons loaded. I do like the new update additions, I just didn't fully understand their intentions. Any changes you make are completely up to you. Thanks Again DerPavlov :)
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Posted Apr 18, 2016@harryoui The cannon is making the sound when it failed to load (not to fire). Since the cannon tries to keep a projectile loaded and the cannon ready to use, it tries to reload every few seconds.
I used a redstone torch to indicate the state of the lever. If the torch is off, the cannon auto firing should be disabled (manual firing still works). If it is loaded (ready to fire), it will also not complain.
http://dev.bukkit.org/bukkit-plugins/cannons/images/20-sentry-cannon/
But I get your point, it should not make sounds if switch off (even when not loaded).
What would be your desired behavior?
Should the cannon makes sounds when not loaded, or not?
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Posted Apr 17, 2016@DerPavlov
I have messed with any seemingly related settings and none of them have changed it trying to autofire. Shouldn't it only be trying to fire when it can find a target/is loaded?
When the cannon isn't loaded it is trying to constantly fire and playing the sound. Placing repeaters/levers anywhere does nothing except allowing manual firing.
if I load the cannon, it instantly fires.
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Posted Apr 17, 2016@harryoui Have you tried to load the sentry cannon with a projectile? The easiest way would be a chest filled with ammunition next to the barrel. You can also put a switch on the cannon to prevent it from firing. However, when the cannon can't reload from a chest it is making these sounds (even if firing is disabled via switch).
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Posted Apr 16, 2016Hi, I've just updated my plugin to 1.9 and have manually edited my sound files as shown. I'm experiencing a bug where my 'Sentry' cannon will play the error sound every few seconds. This is the sound that is played when, for example, you right click to fire the cannon with no gunpowder/projectile loaded.
I have looked through the config, reloaded the plugin, rebuilt the cannon, and nothing seems to be fixing it. It is definitely coming from the sentry cannon due to the fact that it stops when it is broken.
This sound does not appear when the cannon is created via /cannons create sentry.
Any help would be greatly appreciated as this is very annoying. My Skype user name is harryoui if you would prefer it.
This is a great plugin and I couldn't recommend it enough. This is the only thing close to a problem I have ever had with it
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Posted Apr 16, 2016http://dev.bukkit.org/bukkit-plugins/cannons/pages/creating-custom-cannons/ @ariodsenuke
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Posted Apr 16, 2016And is it possible to make the cannon 1 block big? Thanks!
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Posted Apr 16, 2016Hello, is there a way for the cannons to not explode and aim to target to hit mobs and players? I want the bullet to be a snowball and not explode when it's done. Please help!
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Posted Apr 15, 2016What version do I use for 1.7.10?
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Posted Apr 15, 2016Which version works for 1.7.10?
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Posted Mar 23, 2016@Charrlotte Which worldguard version do you use? I did some testing with the worldguard 6.1 (not made for 1.9) and it worked.
Edit: now I remember the issue. A while ago bukkit introduced the blockExplodeEvent and Worldguard 6.1 does not support this. However you can use "relayExplosionEvent: true" in the cannons config to use the old event. Let me know if this does not fix the issue.
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Posted Mar 22, 2016The plugin is not respecting worldguard regions/flags in 1.9 with /region flag namehere other-explosion deny
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Posted Mar 17, 2016@galacticwarrior Nope, I have to fix that. If you find more problems let me know.
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Posted Mar 17, 2016Cannons blowing up from overheating don't seem to respect Faction Safezones or WorldGuard regions with other-explosions set to deny.. Am I missing any configuration option to adjust this, or is this a bug?
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Posted Mar 17, 2016@MCFUser64274 I uploaded it 23h ago. It is currently waiting for approval by the bukkit team.
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Posted Mar 16, 2016@DerPavlov There are some console spamming inside your PlayerListener.class that is making my console logs much larger. When will there be a new upload update??
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Posted Mar 16, 2016Spigot did a nice job with the new 1.9 version and also the offhand stuff is implemented. For now I restricted cannon interaction to the main hand. What you carry in your off hand does not matter.
If you have ideas how one can use the off-hand feature for Cannons I would be happy to hear.