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
Hey man!
Im using PaperSpigot: git-Paper-916 (MC: 1.10.2) (Implementing API version 1.10.2-R0.1-SNAPSHOT) with viaversion to allow 1.11 clients to connect, I was scanning my logs for a completely unrelated issue and I saw this cannons error in the log, thought I would report it. Thanks.
http://pastebin.com/2Mq6sFkr
Hopefully, that will be easy to fix
Edit: I localized the problem I am not sure if the problem is my fault. Can you please try the latest version if the problem persists. Otherwise, I will change my code.
Sure, is there a dev build I should test with? Im using 2.4.5 at present :)
I used the latest one available and it worked fine for me. (PaperSpigot-1.11.2-b1044.jar). I could not find the 916 version.
Hello i have suggestion for your realy nice plugin.
Please add and option, so that you can define from wich block the shoot should start.
Because i tried to create a bigger cannon wich has a larger front then 1 block and this isnt possible because the cannon always shoots form the north left corner of the structure.
If im doing something wrong please help me if not it would be great to have this feature.
Probably you could implement this by testing for a special block in the schematic + standart direction, but this block would not appear in game.
greeting
Lorenncz
In my default cannon I used one or more snowblock(s) to define the spawn point of the projectile. It always calculates the center point. For building the cannons you don't need the snowblock.
You can also change the the snowblock to a different material in the design config "muzzle: '80:0'". If your cannon does fire in the wrong direction you can correct this by setting "defaultHorizontalFacing: west" to the direction your cannon is facing in your schematic.
hey enyone reading
i thought it woud be cool if cannons could have code for shells bouncing off of certain surfaces.
like obsidian would be better armor that wool or dirt so it bounces shells off.
i requested this because this plugin works fine for me with movecraft :D i also like tanks
oh,i almost forgot that i had that issue...
when ever i try making my custom cannons work with redstone it just doesnt work...
can you do enything about it??
i have custom cannons for all my tanks and airships and theres like 30 of each...
also custom ammo :D
Bouncing shells would be interesting. I have to test if I can cancel the hit event and redirect the shell.
You can send me your custom design and I will have a look.
here it is
(its a rar file so you might need winrar)
Link Removed: http://www.mediafire.com/file/hfjvjy3knmrxe5e/cannon files.rar
also can you make a totorial video :how to use signs (for moving cannons)
@Hmmcrunchy It seems to work for me. Please verify that you have the latest version of your plugins.
Found this issue it just won't work with fast Async world edit
causes that error below
good day :D
just testing cannons under 1.11, seem to work by them selves oddly but get the following if I run with myother plugins using worldedit 6.1.5
@DerPavlov
Hello sorry for the late reply. That sounds like a good idea, I'm more than willing to test these out for you if you decide to add these assets into the plugin.
@christianmanners You would need a control device, which controls the assigned cannons. I think I will make commands to assign cannons to a group, and activate firing mode. If you have time to test this, I can make something to aim and fire all assigned cannons. I am always open to new ideas and suggestions for improvement.
P.S.: It is actually a very nice feature and it should not be that hard to implement, since most of the features are already there. I plan to make to versions: simple direction aiming for normal cannons and gun harmonisation for sentries. A normal cannon would fire in the direction and hopefully hit, while all sentry cannons would target the same point.
@hoorigan The projectile (snowball) disappeared (removed by minecraft) and therefore Cannons removed the entry. I am not sure how minecraft handles the lifetime of a projectile. Maybe, a different plugin is removing entities to improve the server performance.
I could also spawn a new snowball if the old one is gone. But, if something goes wrong you might end up in a world full of ghost snowballs. If you find a way to reproduce this problem, I might me able to fix it.
This happens every so often, especially with long range shots. My experience has been that there's some relationship between this, and chunks loading/unloading- typically if a lone player teleports somewhere near the cannon/target, or a lone player moves too far from the cannon/target. I have not gotten to test it with a group of players yet. It also seems to happen if a save-all command is run while a projectile is in flight. Is there any way around this issue?
@DerPavlov
A firemission command would be useful for artillery type cannons and other forms of bombardment.
My issue is mostly with ships. Because i plan on making a more modern style ship combat i want to give players the ability to shoot the cannons from the bridge of a ship or a fire control room. (using movecraft and movecraft's subcraft rotate to turn the cannons) but as of now the cannons will fire at it's default angle which is fine but it means that cannons basically fire in a straight line and not nessesarily at the enemy ship you are aiming at. This would be fine if the ships were gunboats like in the past, but these are more like turret ships (like ww1-modern day). Movecraft have a firecontrol function that allows projectiles to divert towards where you are aiming with a stick, but it only works for fireballs and lit tnt projectiles, not for snowballs.
@christianmanners You could use a sentry cannon, which will do everything on its own. But manual aiming from distance is not possible.
I want to make a 'firemission' command, where you can set the impact location. Is this something you could use?
Is it possible to aim the cannons if you are firing them automatically (so say the cannon is 20 blocks away from me but i use redstone to fire it.)
@NOBUTSS I will test this out.
I found a problem: If a player equip a head(Id:397:n), and hit by the cannon ball, the equiped head will plus its data value(turn to 397:(n+1) ).