I've looked all over the Valve developer wiki and Garry's Mod wiki for a possible solution, but I don't believe it's entirely possible with the engine Garry's Mod works with. If you were to match the players hull with the model compensated with the jetpack boost, there'd be a severe issue when trying to get over things, and I think even under. It would feel terrible for those even who don't crouch jump.
However, I've found a possible fix on GitHub, but this is one I personally don't know if I enjoy compared to other potential fixes. The basic idea is that after a crouch jump, once you hit the ground, you're locked to the ground for a few seconds to prevent jump spamming. You can probably see the issue with this.
This is the GitHub lua code for it: GitHub
A few other options:
1) Lower the upward velocity given of the jumppack and alternate for more of a "safe-fall" option which would be encouraged as a simple hover rather than upward boost.
2) Crouch jumping makes your weapon extremely inaccurate- the worst option would be to 'jam' your weapon from firing when hovered.
3) You can no longer crouch jump for x seconds after shooting your weapon.
- You can crouch, but not jump and vice versa.
4) A function that prevents crouch jump spam by locking the player for a selected number of seconds after consecutive jumps.
- After x jumps you're prevented from jumping for x seconds.
5) Get rid of the jumppack.
I think two and three are the best options, but then you'd have to code it into every single weapon in TTT.
After digging through the FacePunch archives, I've also found this GitHub. It's another player mode code to prevent jump + crouch spamming.
However, I've found a possible fix on GitHub, but this is one I personally don't know if I enjoy compared to other potential fixes. The basic idea is that after a crouch jump, once you hit the ground, you're locked to the ground for a few seconds to prevent jump spamming. You can probably see the issue with this.
This is the GitHub lua code for it: GitHub
A few other options:
1) Lower the upward velocity given of the jumppack and alternate for more of a "safe-fall" option which would be encouraged as a simple hover rather than upward boost.
2) Crouch jumping makes your weapon extremely inaccurate- the worst option would be to 'jam' your weapon from firing when hovered.
3) You can no longer crouch jump for x seconds after shooting your weapon.
- You can crouch, but not jump and vice versa.
4) A function that prevents crouch jump spam by locking the player for a selected number of seconds after consecutive jumps.
- After x jumps you're prevented from jumping for x seconds.
5) Get rid of the jumppack.
I think two and three are the best options, but then you'd have to code it into every single weapon in TTT.
After digging through the FacePunch archives, I've also found this GitHub. It's another player mode code to prevent jump + crouch spamming.