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
How the hell do I block Cannons destroying Spawn/Worldguard areas?
I have all other-explosions, TNT to deny. The only way I can get it to stop bypassing everything is to set block-break to deny, I even just tried
In reply to GodsDead:
Cannons does not use any unsafe code and it should work with all region protection plugins. For worldguard I use the "other-explosion" deny flag to protect area from cannonball impacts and cannon explosions. Note: Spigot added a new event for explosions in 1.8.3, which is still not supported by all plugins. Use "relayExplosionEvent: true" in the Cannons config.yml to switch back to the old event.
In reply to DerPavlov:
Warning
None of these flags are player-specific. For example, the block-break flag, if set to deny, prevents pistons from breaking blocks.
To understand why, consider the fact that players can fling TNT into a region from outside, or a player can build an inchworm piston machine that moves into another region. While these actions were caused by a player, realistically attempting to figure which player built the TNT cannon or used it is much more difficult. However, you still want to prevent someone from blowing up spawn with a TNT cannon.
Outright blocking TNT cannons or pistons is the wrong solution. Pistons and TNT cannons should be allowed in some cases. For example, a TNT cannon or piston inside should work within the region.
First off, remember who can build in regions: it’s not players, it’s members. When we consider pistons or TNT, it should be no different. How does WorldGuard figure out whether a piston machine or TNT cannon is a member of a region? If it’s inside the region, of course!
When you create a region, before setting any flags on it:
TNT cannons and pistons inside are allowed to work because they are “members.” An imaginary player, “Bobby,” who isn’t a member yet, is unable to place or break blocks. Once you add Bobby to the region, then Bobby can build.
When you set the protection flags, you override this behavior. If you set
block-break
todeny
, then even members are unable to break blocks. Bobby cannot break blocks. A TNT cannon inside cannot break blocks. A piston inside cannot break blocks. You break pistons.That begs two questions:
In reply to GodsDead:
In case you do not have this option in your config, please add it.
https://github.com/DerPavlov/Cannons/blob/master/src/main/resources/config.ym
Why are there so many MySQL Sleep connections from cannons?
https://www.percona.com/blog/2016/05/16/mysql-got-an-error-reading-communication-packet-errors/
In reply to GodsDead:
We have a major issue with smart players, and redstone cannons. we have a limit of say 75 cannons per player, this is fine when they spread cannons out, but a few smart players have figured out they can create a MEGA Mortar by hooking up 69 mortars together with redstone that can be fired at once.
Fantastic base defense, and I wish they could use it, the issue is, it destroys the server tps, one shot with melon seed and it takes us from 20tps to 10tps!
I have made a scheamtic of the player that created a MEGA mortar, I can send you this so you can see how they did it.
I can also send you my configs.
In reply to GodsDead:
In reply to DerPavlov:
In reply to GodsDead:
The design is great ^^
Fixing this is problematic. Please try if disabling of the following features in the cannons config helps:
I believe the problem is the sheer amount of entities. The timings of my plugin seem to be fine. A possible fix would be disabling the canistershot for the mortar or all the cannons.
I could also try to limit the amount of cannons a player can fire within a certain time span. Lets say 10 different cannons in 10s. But when 7 player work together you face the same issue.
what about some kind of artillery system that allowes you to insert coordinates to a cannon and shoot there?would be ideal for artillery strikes and stuff like that.
some error msg if out of range or if target is at blind spot.
would also work with mortars?
btw i finally found out how the automatic firing system works and got all my designs to wor with it.
ALSO id fkin love to see the coming soon features implemented (not all at once) in the next update :D
In reply to Forge_User_98078409:
In reply to DerPavlov:
Since 1.11 fireworks can no longer be loaded, they changed:
The entity ID is changed from
FireworksRocketEntity
tofireworks_rocket
.I changed the loadingItem to 401:0 to see if I could get around it, but it dousn't work.
In reply to GodsDead:
In reply to Forge_User_98078409:
In reply to Forge_User_98078409:
How long until that recoil feature will be added?
I am currently working on other project and will not add new features for Cannons in the near future.
In reply to DerPavlov: