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It's probably not a worthy solution, but you could remove dying unit from game and play special animation at the point of dying unit. It looks kinda ugly, but there is no crater.

Crater seems to be triggered by death but it is independent of the unit and death animation. Because when you wait even 0.1 second after death to remove the unit, it removes the death animation of the unit, but leaves the crater for 5-6 seconds. So perhaps it is in its own category somewhere.
 

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It's probably not a worthy solution, but you could remove dying unit from game and play special animation at the point of dying unit. It looks kinda ugly, but there is no crater.

Crater seems to be triggered by death but it is independent of the unit and death animation. Because when you wait even 0.1 second after death to remove the unit, it removes the death animation of the unit, but leaves the crater for 5-6 seconds. So perhaps it is in its own category somewhere.
I think it might be due to the missile type. I'm gonna experiment with it and let ya know later.
 
Splats created by models get their properties from slk data files.

Like most assets, you can edit and overwrite these files to change the appearance and duration of ubersplats in your map.

You simply extract the slk from the mpq, change the duration of the splat entry, and import the edited file into your map using the same path as it had in the mpq.

By the looks of it, you're looking for "DeathHumanLargeBuilding" in "Splats\UberSplatData.slk".
 
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