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
Nice job, but can we replace the snowball by TNT ?
@DerPavlov
Nice! I waiting for. ;)
@Invicter It is already on my todo list and I will add a key in the config.
@JlJlJl I am very interested in integrating cannons in movecraft. I have already talked to AJCStriker about the implementation. Hopefully he will finish the API soon so I can start.
Can you create an integration for plugin movecraft? (1.2.4)
Could You add possibility of bypassing of WorldGuard World TNT protection? So TNT would be off, and Cannons would explode :)
@DerPavlov
Awesome! I await the news! Thank you kindly!
@TH3_5HAD0W5 I think I know what you mean. The problem is I work with 'Material' which contains only Bukkit stuff. At the moment I rewrite the code but after that I will have a look.
@DerPavlov If you just implement data values to incorporate all, it will work. Also you wont need to add new items on updates either.
@Hitman4Hire I don't know the code of faction and can't test it out. Towny prevents blockdamage. So maybe factions does it also.
@TH3_5HAD0W5 Spout support would be nice but it has lesser priority for me. At the moment I have no idea how to implement spout.
Is there Spout support?
If no: will there be and if so how soon you think?
Will this bypass Factions claimed areas? (http://massivecraft.com/plugins/factions)
@danielboyz This is a error in the version 1.5. If the barrel has max length the loading doesn't work. Increase the max length and it will work.
@DerPavlov
I retried and it worked. However loading doesnt work on 10-block cannons, it will keep saying 1KG of gunpowder loaded.
@danielboyz I have tested it with 1.2.4 R1.0 and it works. Can you describe what is broken? Perhaps the material of the cannon has changed.
RB broke the loading of cannons... Pretty much makes the plugin useless... I think i will revert to dev builds.
Keep up the good work!
@CS_Hague The config is a little bit tricky :)
@CS_Hague
Okay, update, it appears to be working. I needed to fiddle with the values a bit it seems.
@DerPavlov I've done some testing recently and it appears that the penetration functionality is not working with the latest release. I've used layers of wool and snow blocks to test penetration values on different types of ammunition. It appears that even with penetration 4 a projectile will always impact the surface. I'm not sure if this is isolated or related to another plugin that I'm using.
The snowballs don't really "disappear" but rather aren't displayed to the client anymore after a certain distance. Arrows work the same way (I have hit targets over 100 blocks away, but I can't see the arrow after maybe 20-30 blocks). Same with dropped items as well. Haven't really looked into how far away TNT or sand entities render. May have to test it, but I think there is a general limit on how far away you can see any block/item entity. Maybe if you made the cannon shot a creature entity (like a silverfish, lol) you could see it farther. XD
@6y7t8h I haven't implemented spout blocks. I think I must hook into spout but I need to read more about it. I will add it to my todo list.
The snowball was the easiest to implement because it has a trajectory and does no damage. TNT will do damage to blocks but would be an alternative. The best would be a fireball but it doesn't behave like a cannonball. But I believe every projectile will disappear after 60 blocks.
You can test it out with my CannonDispenser plugin. It will fire primedTNT (load TNT) and Ghastballs (load Firecharges). I had no time to release it but it should be running smoth. To mark a dispenser type '/dc create'. You will need the permission 'dispensercannon.create'. You can set a higher speed for the projectile in the config.