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
Is there any way to disable the cannon fee? And if not, could you please make one?
In reply to kjriotapple:
You have to set the costs of the cannon to 0.
New Discord server (new link):
https://discord.gg/taqPnRD389
Hello, so I tried configuring a projectile, but for some reason even though the file properties say that it was saved and changed, the projectile still deals damage like in the original config file.
Here's my file:
explosion:
#the explosion power of the cannonball when it hits; this number determines the explosions range in blocks.
#for comparison, the explosion power of a creeper is 3. anything above 50 will cause lag on smaller servers
explosionPower: 1.
#explosion power depends on velocity (see kinetic energy)
explosionPowerDependsOnVelocity: true
#whether the explosion will destroy blocks
doesExplosionDamage: true
#the explosion power is set to zero if the explosion is underwater (superbreaker will still do damage)
doesUnderwaterExplosion: false
#if the projectile hits the player additional damage is done. Damage is in half hearts and the player has 20 half hearts in vanilla minecraft.
directHitDamage: 10
#if the player is next to an explosion he will receive additional damage
playerDamageRange: 3
#the damage which the player receives when he is near an explosion. Damage is in half hearts and the player has 20 half hearts in vanilla minecraft.
playerDamage: 5
#the range of the potion effects specified below
potionRange: 5
#how long the effects will last. If the potion duration is <= 0 it will be disabled
potionDuration: 7
#how powerful the effect is, the higher this is the more powerful the effect. If set to 1 it has potion effect type II, if 0 potion effect type I
potionAmplifier: 1
#which potion effects are used. a list of effects supported by bukkit can be found here-
#http://jd.bukkit.org/rb/apidocs/org/bukkit/potion/PotionEffectType.html
potionEffects:
- harm
- slow
#marks the impact with blocks (default: glowstone)
impactIndicator: true
I restarted and reloaded my server a couple of times, but it still doesn't seem to work. Anyong got any ideas why is that?
In reply to mati_429:
I know the answer is late, but do you have two projectiles with the same item?
Hey so I was wondering in localization how can I use dark red or dark gray? when i do DARK_RED it just does red then leaves the "DARK_"....
Otherwise I would also like to say this is an amazing plugin and you do truly allow us to edit almost every aspect of this plugin! I am very thrilled to release it into my server shortly!
In reply to bryhunter12:
The bukkit color code should work and I had to to some digging how I made it.
http://rjwattenhofer.com/articles/gaming/colors/
In my test I had to edit the string to this:
Projectile: '&4[Cannons] Projectile&C PROJECTILE &Lhas been loaded.'
There seems to be a bug of some sort in which when aiming a cannon it randomly aims to a random area.
In reply to tenitikgaming:
I did a test and it only occurs for cannons in the south direction. This is kind of confusing, because I fixed this behavior; did they revert the change?
Reverted the last changes and it should be working again for 1.16.3
In reply to DerPavlov:
I'm on 1.15.2 right now and I made sure I'm on the latest version of the plugin.
This comment section has been quiet for a while, so I thought I'd post as a token of appreciation. The degree to which you can customise this plugin is astonishing; you are able to fine-tune almost every aspect of the plugin to meet our needs. This makes for some very interesting experiences when integrated with other plugins:
Massive, multi-day fort sieges using Towny's "siege war" feature? ✓
Custom projectiles crafted using Slimefun? ✓
Large-scale naval battles using Movecraft's integration for this plugin? ✓
Frankly, I would go as far as to say Cannons is one of the best plugins currently publicly available. It has provided our players with countless hours of enjoyment. Thank you for creating and maintaining this plugin for free.
19.09 09:49:45 [Server] INFO Error while converting LINGERING_POTION 20-50 {Potion:long_poison}. Check formating (Zombie 1-2 EntityData)java.lang.IllegalArgumentException: No enum constant org.bukkit.entity.EntityType.LINGERING_POTION
19.09 09:49:45 [Server] INFO Error while converting TIPPED_ARROW 30-50 {Potion:poison}. Check formating (Zombie 1-2 EntityData)java.lang.IllegalArgumentException: No enum constant org.bukkit.entity.EntityType.TIPPED_ARROW
Hello once again
i got a few suggestions for the plugin that would make things a bit more interesting(using 2.4.8 on a 1.10.2 server, everything seems to be working just fine)
-penetration dependant of the velocity of the projectile
pretty self explanetory, more speed = more penetration for the projectile
-maximum penetration before the projectile explodes(if it's a non explosive projectile it would just dissapear after reaching the limit)
for example, if set to 3(blocks) and if the projectile hits a wall 10 blocks thick, it would penetrate and break 3 blocks and then explode(this part is already possible).But if we set it to say 15, it would fly straight through the wall and out of the other side(and keep flying). this last part i have tried to re-create but to no avail since the current penetration system just spawns an explosion X blocks out of the impact point.
-cannon recoil
a ghost block imitation of the real cannon moving 1 block back(maybe more?) after firing. why ghost blocks? it would work best with movement plugins as ghost blocks don't interfeare with the crafts if i'm correct.
that is all from me currently, Blinmaster over and out
In reply to Forge_User_98078409:
1) penetrations already depends linearly on the velocity of the cannonball. Maybe the change in velocity is not enough to be visible. Maybe use square or a higher order?
A minimum velocity of 80% as a threshold might be useful too.
https://github.com/DerPavlov/Cannons/blob/e46ff02c361f1f3db501b05be2274bae50788c7f/src/main/java/at/pavlov/cannons/CreateExplosion.java#L161
2) That part would require spawning a new projectile (a snowball) because the first one is destroyed by the collision with the wall. I might be able to add an option for newly spawned projectiles that they fly in the direction of the cannonball.
3) I totally agree, ghost blocks would be the only option to do this.
I like your ideas and it seem to be doable. Nevertheless, I have to finish a big project the coming month and it might be necessary to delay the minecraft stuff a bit.
It should be possible to provide you a first test version very soon, testing always takes the most time.
In reply to DerPavlov:
sure i can test stuff, i have my private server set up which is perfect for stuff like that
Hi,
I installed WorldEdit and Cannons v2.5.5 for my server that's running 1.14.4 version with spigot. I am admin and server does have cannons option when I type in command window, however when I select any option nothing happens. When I build a cannon with 3 black wool, 2 stone buttons and a torch I never get notification that a cannon has been built. Same for building iron cannons. No matter which way I build the cannon, server never treats it as a cannon.
What can be the problem, please help.
In reply to ooSTORMYoo:
It seems there is a problem with the spigot 1.14.4. The 1.13 and 1.14 tend to break everything.
EDIT: Updating to the latest WorldEdit 7.0.1 Release Candidate 2 (1.13.2 - 1.14.4) seems to fix the problem. Please make sure you have the latest Worldedit version for 1.14.4
In reply to DerPavlov:
Thank you very much! I installed Candidate 2 and everything works :D
I added a chest right next to cannon on 1.14 and even tho there is gunpowder in the chest it will not auto reload. says there is not enough gunpowder in the chest
In reply to the157thlegion:
I updated to the latest version of Wworldedit and it was working for me. Can you try the WorldEdit 7.0.1 Release Candidate 2 (1.13.2 - 1.14.4).
https://dev.bukkit.org/projects/worldedit/files