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TCO- Run and Gun 2.6.13

A Mod for Helldivers 2
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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Latest updates

  1. Secondaries

    Secondaries can now be used with Run-N-Gun. Strafing could not be fixed so... I guess just...
  2. Rollback

    Complaints about the bugfixed 2.4.1 build are leading me to reupload the more stable build.
  3. Bugfix

    -

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aks98

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Sep 30, 2026
61
19
The new relese does not work btw, i have the old one with the same mods and it works fine
"fine" in It works but the FPS drops quite a bit sometimes xd

Edit I installed now Tactical Combat Overhaul and just put ON the Run and Gun
1- Works xd
2- Does not drop FPS for some reason :v
your latest release doesn't seem to be working for me
Rolled back, bugfix not worth it.

TCO is indeed the preferred way to download- please use that!
 

BladedDreads

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Sep 27, 2026
2
1
i cant seem to get this mod to work or show up in the mod list, i have the latest version of the bingus loader
 

Popoposeer

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Sep 12, 2026
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14
it's so funny to play melee with this mod, basically monster hunter but better.
 

kpnoona

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Apr 28, 2026
51
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<3

what's next?
May I have a suggestion? Currently, switching shoulder does very little because your character will get in the way. Maybe move the camera a bit further to get a clearer view? And an option to keep the side you prefer to play (left or right).
 

aks98

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Members
Sep 30, 2026
61
19
May I have a suggestion? Currently, switching shoulder does very little because your character will get in the way. Maybe move the camera a bit further to get a clearer view? And an option to keep the side you prefer to play (left or right).
Is switching perspective a vanilla option, or from a mod? I’ve never used this option.

There used to be an action camera mod but I can’t seem to find it. You might try that if you can get ahold of it, iirc it has some controls to displace the camera.

I might be able to whip up something small to remember which side you prefer to play from a .config file. I can take a look tomorrow night.
 

slnrb

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Sep 30, 2026
3
1
Unfortunately whitelisting weapons means it would need to check every ~0.17ms for the whole list of guns, so it'd be a pretty big resource drain.
Send me your log from the game, I'll take a peek at stamina. As for running while aiming/walking forward, try toggling off the control that allows you to sprint while shooting. This will still allow you to shoot while sprinting.


FOV can be modded in the .patch_0 file for RunNGun, but I left it restricted because it looks like crap in 3rd person lol. It actually used to be 360deg, so you could shoot behind yourself while sprint-moonwalking. I'll take a look at increasing the FOV lock with a warning.

Unless you're talking about running increasing your FOV?

As far as dashing goes I'm SUPER into it and would work to integrate it... but I have no idea how to animate that. If you can find/make a decent dashing mod I could try to tweak this to use it.

i meant as in the base 120 fov since its locked at 90 and i think 120 would look better for first person gameplay

another thing id love is some keybind to switch between gun attachments like the one two for example (gun and grenade launcher) instead of having to hold r and manually changing it

for the dash all i can suggest is maybe modifying the sliding function instead of a full on dash

i dont rlly know how to make mods so i cant help with animating

love ur work :D
 

aks98

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Members
Sep 30, 2026
61
19
i meant as in the base 120 fov since its locked at 90 and i think 120 would look better for first person gameplay

another thing id love is some keybind to switch between gun attachments like the one two for example (gun and grenade launcher) instead of having to hold r and manually changing it

for the dash all i can suggest is maybe modifying the sliding function instead of a full on dash

i dont rlly know how to make mods so i cant help with animating

love ur work :D
I’m working on an FOV slider for the bigger build- probably will not be out until tomorrow unfortunately.

You can actually set key binds for swapping in vanilla, they added this recently. Go to Mouse and Keyboard and near the bottom there are some blank ones you can map. They also have options for how the keys interact, so I have WASD mapped to attachment swapping with double space. This means on the AR-11 I double tap “A” to swap to the shotgun instantly or “W” to zoom in. It rocks lol.

I can look into dashing… might be cool to be able to have custom keybinds that slide left/right. Good thinking.

Lastly, thanks for the support! Means a lot to me since this is my first time publishing code.
 

kpnoona

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Apr 28, 2026
51
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Is switching perspective a vanilla option, or from a mod? I’ve never used this option.

There used to be an action camera mod but I can’t seem to find it. You might try that if you can get ahold of it, iirc it has some controls to displace the camera.

I might be able to whip up something small to remember which side you prefer to play from a .config file. I can take a look tomorrow night.
you can switch perspective while aiming in 3rd person but it will revert back if you stop aiming. It's a vanilla option.