Mine control is based upon the following method:
Give the mine a dummy weapon with the range being equal to that of the normal 'kamikazedistance'.
When said weapon is fired, use 'emit-sfx 4096' to detonate an explosion at the mine, killing it.
Subsequently, the mine explodes and does damage as one would expect, using the 'explodeas' weapon.
The mine obeys all normal weapon states, and should be set to not target aircraft.

For BA mines, I added the following lines at the end of each unit fbi file, while 'kamikaze=1' and 'kamikazedistance' were commented out:
	//Weapons
	CanAttack=0;
	Weapon1=MINE_DUMMY; //Causes mine to fire its weapon.  Range=kamikazedistance
	Weapon2=MINE_DETONATOR; //Detonates the mine
	Firestate=2;
	wpri_badtargetcategory=VTOL;
	badtargetcategory=VTOL;
	nochasecategory=VTOL;
	onlytargetcategory1=NOTAIR;
	
	collide=0;
	
The dummy weapon and MINE_DETONATOR are configured as follows:
[MINE_DUMMY]
	{
	name=Crawlingbomb Dummy Weapon;
	weapontype=Melee;
	range=64;
	reloadtime=0.1;
	weaponvelocity=100000;
	areaofeffect=0;
	edgeeffectiveness=0;
	explosiongenerator=;
	tolerance=100000;
	impulseboost=0;
	impulsefactor=0;
	craterboost=0;
	cratermult=0;
	[DAMAGE]
	{
		default=0;
	}
}
[MINE_DETONATOR]
{
	name=Mine Detonator;
	rendertype=4;
	ballistic=1;
	range=1;
	reloadtime=0.1;
	weaponvelocity=1000;
	areaofeffect=5;
	edgeeffectiveness=0;
	explosiongenerator=;
	impulseboost=0;
	impulsefactor=0;
	cratermult=0;
	craterboost=0;
	[DAMAGE]
	{
		default=0;
		MINES=100;
	}
}

These lines were added to the end of each mine's script:
FireWeapon1()
{
	sleep 500; //A slight delay
	emit-sfx 4096 + 1 from base; //Weapon2 detonates the mine once weapon1 fires
}

Crawling bomb control is basically based on mine control, but with a few tweaks:

In the unit file, with 'kamikaze=1' and 'kamikazedistance' commented out:
	//Weapons
	Weapon1=CRAWL_DUMMY; //Causes crawling bomb to fire its weapon.  Range=kamikazedistance
	Weapon2=CRAWL_DETONATOR; //Detonates the crawling bomb
	Firestate=2;
	onlytargetcategory1=NOTAIR;
	
The weapons:
[CRAWL_DUMMY]
	{
	name=Crawlingbomb Dummy Weapon;
	weapontype=Melee;
	range=80;
	reloadtime=0.1;
	weaponvelocity=100000;
	areaofeffect=0;
	edgeeffectiveness=0;
	explosiongenerator=;
	tolerance=100000;
	impulseboost=0;
	impulsefactor=0;
	craterboost=0;
	cratermult=0;
	[DAMAGE]
	{
		default=0;
	}
}
[CRAWL_DETONATOR]
{
	name=Mine Detonator;
	rendertype=4;
	ballistic=1;
	range=1;
	reloadtime=0.1;
	weaponvelocity=1000;
	areaofeffect=5;
	edgeeffectiveness=0;
	explosiongenerator=;
	impulseboost=0;
	impulsefactor=0;
	cratermult=0;
	craterboost=0;
	[DAMAGE]
	{
		default=0;
		CRAWLINGBOMBS=1000;
	}
}

The script:
FireWeapon1()
{
	sleep 250; //A slight delay
	emit-sfx 4096 + 1 from base; //Weapon2 detonates the crawling bomb once weapon1 fires
}
NOTE: For the armvader, the piece is set to 'leg1' instead of 'base' because during testing, the emit-sfx spawns the detonator off center when set to 'base'.

Tune everything as you like.  The sleep values are what I think make the units most effective.  The ranges of the dummy weapons could also be tweaked.
-REVENGE