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 22, 2013@DerPavlov Thanks! ill give it a shot
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Posted Apr 22, 2013@hookamenace Set the data value for the cannon to zero.
'data: 0'
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Posted Apr 22, 2013So i tried using Iron blocks as my cannon material making the cannon harder to make, but it wouldnt work when I altered the config. I had the material ID at 42, which I looked up as the ID # for iron blocks.
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Posted Apr 22, 2013@DerPavlov: Thank you very much
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Posted Apr 22, 2013@richturd Try this config file:
https://dl.dropboxusercontent.com/u/16404245/CustomLanguage%20UTF8%20Bom.yml
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Posted Apr 21, 20131 more thing, when I start the server and it loads cannons it has 50 lines that say "Cannons Error in Language file". I haven't even opened the language file.
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Posted Apr 21, 2013All I can do is load the cannon with 3 gun powder and 1 cobblestone and then fire. All the permissions are correct. The commands don't work. It says internal error. And in the run.bat it has 30 different errors. Please help?
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Posted Apr 20, 2013@richturd Any errors in the log?
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Posted Apr 20, 2013I use v1.9.4 for bukkit 1.5.1 every time i click the barrel with the clock it disconects me from my server. I put the permissions in the correct groups. Someone please help?
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Posted Apr 20, 2013@YourWifeMyKids I can't change the behaviour of the snowball without changing the client. Else the snowball will jump up and down because of the mismatch between server and client. Maybe I can fix this with impact calculator, but this much work.
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Posted Apr 20, 2013@DerPavlov
By that I meant "max distance the cannonball can travel before it starts to fall down". The speed I was talking about was the speed the cannonball travels that distance. So maybe making a slower-motion cannonball, which travels the exact same distance a 20 velocity cannonball would travel, might fix the problem.
Imagine it like this:
A cannonball travels from x=1 to x=20 for 1 second but bugs, because its very fast. How do we fix it? Make it travel the exact same distance, except slower. How does it travel the exact same distance, when if you reduce the velocity, it will simply fall down faster? You don't reduce the velocity, you add another option which would modify the time it takes for the ball to start getting affected by "gravity".
Either that, or make it teleport every 3 blocks, as you said.
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Posted Apr 20, 2013@YourWifeMyKids What do you mean with, the max distance the cannonball travels? The speed affects the range of the projectile, due to its ballistic trajectory. There is also a problem that a cannonball stops mid-air if no player is near the cannonball. I thought about a routine that detects this cannonballs and teleports them to their destination.
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Posted Apr 20, 2013@DerPavlov
Is it possible to do two different cannon speeds - one for the actual speed of the cannonball and one for the max distance it can travel? This will be very useful imo and will fix my current problem (and future ones that are going to come from other players)
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Posted Apr 20, 2013@YourWifeMyKids The problem for high speed is the default minecraft code. For such a high velocity it checks only every 10th block and the explosion is then in front of the wall. You can try to compensate this with the penetration.
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Posted Apr 20, 2013@DerPavlov
Oh, and another one, just found out why did the yesterday problem with my ship not exploding happen. It seems that the cannonball bugs when it has too high velocity (happens at 10 velocity for me (V2.0 A2). Either it explodes before it hits the wall or does no damage to the wall. I just tested it with a wall that was 10 blocks away from the cannon, on the ground.
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Posted Apr 20, 2013@DerPavlov
The impact location should be perfect. Something like "your cannonball successfully hit a target which is X blocks away and Y blocks below/above you"
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Posted Apr 20, 2013@YourWifeMyKids The next version of cannons will be released next weekend, because I have no time this week. Block messages are a little bit difficult, because this is handled by bukkit. I can return the impact location easily. However I don't know how informative such a message would be.
@dmaskell92 The normal unprotected cannon would break fairly easy, because of the wool. The protection will be an option in the next version.
@robotnikthingy The unnecessary block is a good idea.
You can apply potion effects to a player, but I can also add an extra node for other options (like flying). However it might be difficult to reset the flying state of the player. I would like it more if there is a potion that allows you to fly.
The redstone repeater is not implemented at the moment. I have to figure out how the repeater facing is working.
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Posted Apr 20, 2013I have a suggestion for the cannons plugin
Would it be possible to define unneccesary blocks for cannons? By that, i mean blocks which are needed to build the cannon, but wont disable the cannon if they are destroyed. The block types would be defined in the cannons config file
This would be good for things like enclosed turrets
Also another suggestion is if it would be possible to make it so that a cannon or projectile runs a command on impact. An example would be giving a projectile the fly command, and when it hit someone they would gain the ability to fly
As for bugs ive found in testing, it seems that the autoloading mechanism of cannons may have trouble using items with lore or custom names on them, which may cause trouble with plugins such as the condensers plugin. I still have to do some more testing though
Another bug i have found as well is that custom cannons wont work if they use redstone repeaters in their schematic. The plugin will not recognize the cannon even if you build it correctly, but if your remove the redstone repeaters from the schematic and build the cannon without the redstone repeaters then it will work fine
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Posted Apr 20, 2013Oh, and I don't plan on using signs, aiming will be part of the game. I don't have an issue aiming it, and it could mean winning or loosing a game. Players or Captains (if I decide to add the rank) will be in charge of the outcome, they can shout out or pm what they think is the perfect angle.
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Posted Apr 20, 2013Sounds good, on my server I held some initial testing and that is where I realised my rules would not function. What I mean by that is, my rule where "last team with cannons wins" can seem pretty game breaking. I have a bigger issue now however, my server host cant manage to pay a $300 on a bill so they are selling their services. I have pulled my maps, and will buy a new host as soon as I can. For now I can do local testing, but I might need another person to test for the full outcome. I don't plan on going anywhere, and my heart is pretty set on your plugin. There is nothing like it. I am in a position to do a YouTube video introducing this new feature when released. My YouTube channel is nothing fancy, 300 subs last time I looked. Everything is almost perfect, I have no issues waiting so take your time.