Hi,
ok, I think you want to do too much in this action.
Actions should remain as generic as possible doing something very very specific, so that you can reuse it and apply it in many case, for example as your system evolves, your health system will likely evolve too.
So:
you should have one fsm responsible for applying damage and injecting the health to the guitexture width.
you then should fire a global event "DIE"
and other fsm could react to this "DIE" event
for example, the player control would have a fsm that receive this "DIE" event and stop working
then another fsm would be responsible to fade and load levels.
This way, if you have a problem you can better analyze and find the issue,
I would start by creating a custom action that can map an int ( as a percentage for example) to the width of a guiTexture. That's a good action actually. The the rest would be done with existing actions within their respective fsm.
Bye,
Jean