Oh you edited two scripts. You made it sound way more complicated, matey!
Yes these scripts are intentional. Those are heavy cannons so your speed is reduced while holding them. And there is a tecnical explanation for why you cannot leave the window area while holding the cannon, but it was so long I just deleted it. There are metal bars on the floor blocking the wheels of the cannons
But yes there will be a "portable" cannon later in the mod, and you´ll be able to run with it, and explode everything, including realism
About being stuck even before killing all the monsters, you can press alt fire (or switch weapon) to drop the cannon anytime. I thought it would be intuitive, but now I added a little instruction at the beginning of the map. I´m posting it here to see if someone can make it more piratish, because my pirate english is even worse than my english:
"There are two things a pirate should know before using a cannon:"
"1 - Shooting the edge of a window may cause accidents;"
"2 - ...and press alt fire to drop the cannon!!"
Ed the Bat wrote: As for the issue with the cannons and getting stuck... it seems you have the script for slowing down and getting stuck in there set on a line. We sometimes stumble over that even after dropping the cannon. The script is already attached to the cannon pickup itself, so this seems like it would just cause problems. Though, personally, I'd feel safer putting that script in the actual pickup definition, as opposed to tagging it in the map. This would simply require the creation of a CustomInventory that gives the cannon, and setting the script in its Pickup state. But maybe that's just me.

That´s not just you my friend, it seems it was the only way to make it work properly

. It´s much better now! Thanks a lot!