No, script damage is separated from normal damage handling.
You should consider it "raw" change of unit stats.
It will be hard to add option for this as `damageSpecialUnit` could damage same unit too, and we will have infinite loop.
There could be solution for this but this would require lot of work, and for now I simply prevent logic like this.
For problem at hand, this will be tricky as current scripts simply expose engine behaviors that exists before, adding options for attacker to explode require some
new code to handle it in engine. I will look on this but I do not give any guarantees that will be any solution for this.