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TCO- Run and Gun 2.4.1

A Mod for Helldivers 2
  • aks98
TCO- Run and Gun akl_mod_preview_image
RUN-N-GUN
Shoot on the move. Keep your momentum.​




What is Run-N-Gun?

Run-N-Gun is a standalone extraction of the shoot-while-running system from my packaged Tactical Combat Overhaul.

Normally, firing a weapon in Helldivers 2 immediately knocks your movement down to the game's aiming speed. Run-N-Gun lets you sprint into a firefight and retain your running speed while shooting, instead of abruptly slowing to a walk the moment you pull the trigger. It also allows for bayonet charges and interfaces with TCO's Melee Overhaul and Stamina Changes to add damage based on movement speed. Charge downhill and up your damage!

It is intentionally narrower than Tactical Combat Overhaul: no stamina overhaul, no slopes, no mantling changes, no melee system. Just the run-and-gun mechanic.

A simple video demonstration can be found here.




How it works

Run-N-Gun activates when you transition directly from sprinting into firing or aiming.

Once activated, the mod temporarily raises your firing movement speed toward your current sprint speed. Keep moving and shooting and the effect remains active. Stop moving, stop firing, or fall out of the activation window and normal movement takes over again.

It does not simply make aiming faster all the time.

You need to enter the firing state from a sprint.




Directional Run-N-Gun

By default, Run-N-Gun also cares about where you are actually moving.

0–30° from forward
Full Run-N-Gun benefit

30–55° from forward
Movement benefit gradually tapers off

More than 55° off-axis
Normal firing movement speed​

This means you can charge forward while laying down fire, but you cannot sprint sideways at full speed while mag-dumping at something 90 degrees away. The notable exception to this rule is one-handed weapons, which are not restricted. This restriction exists because the game has no strafing animation for sprinting speed, so it looks incredibly janky if not restricted. Melee also works just fine while sprinting.

Directional restriction can also be disabled from the Mod Options Menu if you prefer unrestricted movement.




Features

  • Shoot while running — sprint into firing and retain your movement speed.
  • Direction-aware movement — full benefit while moving forward, tapering as you move farther off-axis.
  • Smooth directional falloff — no hard speed snap at the angle boundary.
  • Configurable firing sway — add extra instability while shooting at speed.
  • Configurable hipfire linger — control how quickly sprinting becomes available after your last shot.
  • Works with exhausted sprint speed rather than blindly forcing one fixed movement value.
  • Standalone — Tactical Combat Overhaul is not required.
  • No additional stamina drain — this standalone version leaves the game's normal stamina behavior in control.
  • Live configuration through Mod Options Menu.




Settings

With Mod Options Menu installed:

ESC → MODS → RUN-N-GUN​

SettingDefaultOptions
Run-N-GunOnOn / Off
One-Handed Direction BypassOnOn / Off
Hipfire Linger50%10–200%
Run-N-Gun Sway200% extra0–900%
[TR]
[TD]Directional Run-N-Gun[/TD]

[TD]On[/TD]
[TD]On / Off[/TD]
[/TR]

Hipfire Linger


Controls how much of the normal post-shot hipfire delay remains before sprinting can resume.

  • 100% = vanilla
  • 50% = half the normal linger
  • Lower values let you transition back into sprinting sooner

Run-N-Gun Sway

Adds additional aim/recoil instability while firing on the move.

  • 0% = no additional sway
  • 200% = roughly triple the affected sway
  • Higher values make firing accurately at full speed increasingly difficult

This is intended to make Run-N-Gun a mobility option rather than simply free accuracy while sprinting.




What this does NOT include

Run-N-Gun is deliberately separated from Tactical Combat Overhaul.

It does not include:

  • Stance-based stamina recovery
  • Exhaustion changes
  • Uphill or downhill mechanics
  • Mantling stamina costs
  • Mantling exhaustion lock
  • Momentum melee
  • Melee stamina costs
  • TCO's additional Run-N-Gun stamina drain

If you want the entire package, use Tactical Combat Overhaul. TCO has more features and I plan to keep up with more of them, so it's likely to get more fixes.

This release is for people who want just the firing-while-running mechanic without adopting the rest of TCO.




Requirements

  • Helldivers 2 on Windows PC
  • Steam build 25480438 / executable 1.8.46015.0
  • Bingus Shared Loader — API 1
  • Mod Options Menu — optional, but recommended
  • A compatible Helldivers 2 mod manager such as HD2 Arsenal or HD2MM

Mod Options Menu is optional.

Without it, Run-N-Gun still operates using the built-in defaults:

Code:
Run-N-Gun: ON
Directional Run-N-Gun: ON
Hipfire Linger: 50%
Run-N-Gun Sway: 200%




Installation

  1. Close Helldivers 2.
  2. Import the Run-N-Gun ZIP into HD2 Arsenal or HD2MM.
  3. Enable Run-N-Gun.
  4. Enable Bingus Shared Loader.
  5. Optionally enable Mod Options Menu for in-game configuration.
  6. Purge / Deploy.
  7. Start the game.

With Mod Options Menu installed:

ESC → MODS → RUN-N-GUN → adjust settings → APPLY​

Changes take effect in-game without requiring a restart.




Compatibility

  • Tactical Combat Overhaul: Do not use this standalone version merely to duplicate TCO's Run-N-Gun system. TCO already contains the feature.
  • Other movement mods: Run-N-Gun works by modifying the firing movement behavior around the movement values your diver is already using rather than replacing the entire movement system.
  • Stamina: The standalone version does not impose TCO's extra firing stamina drain. Normal game stamina remains in control.
  • Multiplayer: The movement behavior is applied locally to your diver.




Why split this out of TCO?

Tactical Combat Overhaul has grown into a broader stamina and movement overhaul.

Run-N-Gun turned out to be useful enough to stand on its own.

Separating it means players who only want to keep moving while firing do not need to install the stamina, slope, melee or mantling systems that come with TCO.

Fewer mechanics. Fewer dependencies. One job.




Diagnostics

Run-N-Gun writes diagnostic information to:

Code:
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\RunNGun.log

If the mod does not appear to be activating, attach that log when reporting the problem.

The log can help identify:

  • Startup / version compatibility
  • Whether the player movement controller was found
  • Current Run-N-Gun state
  • Directional movement detection
  • Mod Options Menu registration




Credits

  • CowboyBingus — Bingus Shared Loader and Mod Options Menu.
  • Tactical Combat Overhaul — the original project from which this system was separated.
  • Arrowhead Game Studios — Helldivers 2.
  • ChatGPT by OpenAI — Co-wrote the implementation, offline validation, packaging and this page.
  • Akaya Mods User "Ammo875" — Had the idea for a mod that allowed shooting while running.




Don't stop shooting just because you're moving.
Don't stop moving just because you're shooting.


RUN-N-GUN​




Source code is included in the download.

Not affiliated with or endorsed by Arrowhead Game Studios or Sony Interactive Entertainment.
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aks98
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Version
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Latest updates

  1. Bugfix

    -
  2. Smoother operation

    Run-n-Gun should be easier on the framerate now. Special thanks to Ammo875 for helping me debug it.
  3. Additional Mod Controls

    You can now begin sprint-shooting from walk-shooting with a toggle. Angle of allowed sprint is...

aks98

Members
Members
Sep 30, 2026
27
8
does this work with one handed guns? running and gunning with smgs while looking around and shooting targets?
Yup, there's a toggle for one-handed guns to ignore the restriction entirely. This is because SMGs and pistols have body contorting animations (i.e. they don't look like trash when you do this lol)
 

Ammo875

Members
Members
Sep 13, 2026
33
11
works great so far, my only complaint is that it still seems to run into lag when played with super cardio, and burst firing (repeatedly holding and releasing click) seems to cause more lag

it seems to run heavy in general, noticed lag with sustained fire and throwing grenades too
 
Last edited:

aks98

Members
Members
Sep 30, 2026
27
8
works great so far, my only complaint is that it still seems to run into lag when played with super cardio, and burst firing (repeatedly holding and releasing click) seems to cause more lag
My guess would be that Super Cardio is causing both- our scripts are watching for the same event so we're probably polling with the same frequency. Try it with Super Cardio disabled and purged, see if that fixes it, and send a log if it doesn't.
 

Ammo875

Members
Members
Sep 13, 2026
33
11
My guess would be that Super Cardio is causing both- our scripts are watching for the same event so we're probably polling with the same frequency. Try it with Super Cardio disabled and purged, see if that fixes it, and send a log if it doesn't.
i disabled super cardio, still ran into performance problems.

log:
Run-N-Gun v1.1.0
status=active
menu=registered
settings_writes=17941
rungun_enabled=true
directional_enabled=true
run_angle_deg=60
start_while_firing=false
onehand_bypass=true
rungun_hipfire_percent=50
rungun_sway_percent=200
motion: speed=0.00 m/s resets=5
diver: ref 551, avatar id 687, index 0, controller id 687 (match)
position: unavailable
run and gun: waiting for diver; intensity 0.00; target speed 5.50; aim speed 5.49 (jog 3.20); runs 64, 77.9 s
target speeds seen while moving: 3.20:19.9s 2.02:9.7s 0.00:40.7s 1.77:2.6s 1.52:0.1s 1.78:0.6s 1.79:0.1s 1.80:0.1s 1.81:0.3s 1.82:0.0s 5.50:202.2s 5.49:46.3s 4.16:0.1s 4.14:0.2s 4.13:0.2s 4.12:0.2s
direction: no position; move=n/a forward=n/a angle=n/a dot=n/a strength=0.00 latched=false samples=16002 rejects=0; full<=35 cutoff=60
one-handed: nothing held; bypass=false selection=1 held=00000000 resource=nil name=nil reads=47548 rejects=0
Super Cardio compatibility: not detected; jog field still left read-only
aim_speed: 2 -> 2.00999999
walk_speed: 2 -> 2.01999998
hipfire_time: 0.5 -> 0.25

and yeah even when holding click i lag, and throwing any throwables while sprinting causes a lag spike as well
 

aks98

Members
Members
Sep 30, 2026
27
8
i disabled super cardio, still ran into performance problems.

log:
Run-N-Gun v1.1.0
status=active
menu=registered
settings_writes=17941
rungun_enabled=true
directional_enabled=true
run_angle_deg=60
start_while_firing=false
onehand_bypass=true
rungun_hipfire_percent=50
rungun_sway_percent=200
motion: speed=0.00 m/s resets=5
diver: ref 551, avatar id 687, index 0, controller id 687 (match)
position: unavailable
run and gun: waiting for diver; intensity 0.00; target speed 5.50; aim speed 5.49 (jog 3.20); runs 64, 77.9 s
target speeds seen while moving: 3.20:19.9s 2.02:9.7s 0.00:40.7s 1.77:2.6s 1.52:0.1s 1.78:0.6s 1.79:0.1s 1.80:0.1s 1.81:0.3s 1.82:0.0s 5.50:202.2s 5.49:46.3s 4.16:0.1s 4.14:0.2s 4.13:0.2s 4.12:0.2s
direction: no position; move=n/a forward=n/a angle=n/a dot=n/a strength=0.00 latched=false samples=16002 rejects=0; full<=35 cutoff=60
one-handed: nothing held; bypass=false selection=1 held=00000000 resource=nil name=nil reads=47548 rejects=0
Super Cardio compatibility: not detected; jog field still left read-only
aim_speed: 2 -> 2.00999999
walk_speed: 2 -> 2.01999998
hipfire_time: 0.5 -> 0.25

and yeah even when holding click i lag, and throwing any throwables while sprinting causes a lag spike as well
Uploading the fix now
 

Ammo875

Members
Members
Sep 13, 2026
33
11
getting a manifest error with the current file, it says "This mod's manifest lists options, but none of their folders contain Helldivers 2 mod files."
 

Kota454

Members
Members
Sep 22, 2026
8
2
i know its something small but maybe a way to get past the 90 fov lock and go up to 120

some way to dash would be neat aswell, because diving kills the momentum
Yea i agree. Is there a way to get past 90 fov. actioncam sort of does this but i just want more fov