To be exact, this is what I had in mind:
Code:
void on_level_event(var percent)
{
	lbg_splash_progressbar.progress = percent;
	LBG_update_progressbar(lbg_splash_progressbar);
}
void on_level_load_event()
{
	on_level_event(100); // To make sure it actually hits 100%
	loaded_level.ready = 1;	
}



But I'm not sure if I understood your initial problem correctly. Is it that the level gets never "ready" or that the progressbar just "jumps" to 100%?
If it was the first, it should now actually be solved.
If it was the latter one, this might be because maybe your level doesn't need long enough to be loaded? It only updates the progress once per frame, so if it is loaded within one frame, the progressbar will jump from 0 to 100 in that frame. You could try implementing a counter in your event function to see how many frames it takes to load the level. If it is just one frame or so, I guess there is no solution, but it will work better for bigger levels. Else, it must be an other problem.