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 Oct 10, 2012@malcriado711 All the projectiles can be edited in the config file. So if you want to make cobblestone stronger, go to cobblestone and edit 'explosion power'.
I completely disabled the faction support at the moment, because there have been so many problems. I made you a test version for 1.7.x. So please give me feedback if it works.
https://dl.dropbox.com/u/16404245/Factions%201.7.x/Cannons.jar
This will only work with Factions 1.7.x
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Posted Oct 10, 2012I read thru all the options about problems with factions.
I had just tried the 1.7.7 beta and still no dice. It ignores the factions perms and blows stuff up weather ppl are on line or not.
I saw you mention something about a possible fix for the 1.7.7 line, is that a possibility
Also how does the damage values work as far as a cobble projectile will not blow up a cobble wall but a stone projectile will.
Thanks
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Posted Sep 27, 2012@jonathanyan Is the server running when you change the config? You can try to turn the server off and change the config. But a running server should make no problem. Also try the '/cannons reload' command.
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Posted Sep 27, 2012Whenever I change the config, it reverts back to the original as soon as I reload the server. Any help?
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Posted Sep 26, 2012@Tempelridderne The recommend build of bukkit is still 1.3.1R2.0 but there should be no problems with the latest version. Correct me if it makes problems.
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Posted Sep 24, 2012@rvg5 Have you inserted your new block into the list of allowed materials? If you can load your projectile this should work. For a bunker buster projectile I recommend to copy the diamond block and increase the to penetration: 10, explosion power:10, maybe more player damage. I don't recommend to use more than 10 penetration because it will look strange and has really odd behavior. Best you use items which only admin can obtain by give command (e.g. sponge)
Summarizing copy the diamond entry, edit to the item you want. Increase the explosion power and player damage. Nobody will survive if you hit the bunker :)
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Posted Sep 23, 2012First off, love the plugin man! Its really great and has made my faction war a billion times more interesting! But there is a stale mate... and i want to create a secret weapon for my side. Now here is my issue, when i edit a block in the config.yml it does not seem to take effect in game. I reload the server, i restart it even, nothing, im using notepad(plusplus) to edit the yml, and i use Filezilla to donwload and reupload the config. Perse i want to make diamond block, just absoultly killer, like have it explode as well after it pierces, a bunker buster basically. Any help?
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Posted Sep 23, 2012@Curtis4321 The original version will not work. Use the slightly modified from the link below. Also the combination of CreeperHeal and ObsidianDestroyer is not possible.
https://dl.dropbox.com/u/16404245/ObsidianDestroyer.jar
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Posted Sep 22, 2012Hey The Obsidian destroyer doesnt work?
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Posted Sep 17, 2012@lewis360ful can be set in the config
fire with torch: true
fire with button: true
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Posted Sep 17, 2012is it not possible to make it so that when u hit the button on the cannon it fires as i get it but alot of people on my server try to hit the button hoping it will fire the cannon
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Posted Sep 17, 2012@pepsiisgross Which permission plugin are you using? I am going to make an working example.
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Posted Sep 17, 2012May you just join my server and try? I'm trying to get everything setup!
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Posted Sep 13, 2012@OnyxianSoul Do you mean fire the cannon with a button instead of the torch? Already in the config. There is a support for CreeperHeal, I have to check how the other one works. But I think its a problem of Essentials not of Cannons.
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Posted Sep 12, 2012really good, but could you add a option to use just one button? and support for essentials "tnt" rollback? Thanks, onyxian.
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Posted Sep 12, 2012@twistedinspirations The plugin checks for not existing cannons and deletes them. So the memory will not pile up with not used cannons :)
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Posted Sep 12, 2012@DerPavlov
I see. So I potentially would be leaving a trail of no-longer existent cannons.
I will see what I can do about buttons on ships. Maybe breaking the torch each time will work for the moment if I can make buttons mobile.
Thank you for your help! :D I love this plugin already. Moveable or not.
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Posted Sep 12, 2012@twistedinspirations It (may) be simple to change the button to something else. But I would like to make a good change and not a small fix :) . Is it not possible to implement buttons in ships?
The problem is, when a cannon is moved, the plugin does not notice it. The cannon on the old position stays and it creates a new one on the new position. Moving back to the original position would restore the loading state of the cannon.
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Posted Sep 12, 2012Sorry.. I deleted it.. here it is again with a reply:
When I set the max cannon length to smaller sizes, the max firing distance stays the same. Is there a way to adjust the max firing distance?
I'm using Ships on my server and ships cannot move with buttons. Is there a way to switch the button block with something else so that it still functions? Reloading the cannon after stopping is fine, rebuilding it each time is getting tedious though.
Thank you!
I noticed that if I world edit a cannon and paste it elsewhere, when I use the new cannon it simply thinks I made a new one and defaults to a position without aim. This does work for me. The only problem is with ships.
So there isn't a place in the code that I could swap out a button (id:77) with a trap door (id:96) ? ...or would that just be a mess?
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Posted Sep 12, 2012@twistedinspirations The firing distance of a cannon with maximum length depends on the speed of the projectile. So you can set different ranges for different projectiles.
At the moment cannons and moving objects make many problems. Because the unload after every move and so on. I have planed to make the way of building a cannon can be designed in the config. But this has a the moment low priority. I wait also for the new API of Movecraft so synchronize vessel movement with the cannon position.