Oh right, you need to add a condition in those events.
For each "Soldier.X" comparison add a "Soldier: Animation is playing" "dead" and right click this condition and "invert" it.
This condition will make sure the check for the Soldier.x won't be done when the soldier is "dying".
This is because of how events work
, your soldier is having different "states", you need your logic to take it into account.