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incident 5.5.0 published on Wednesday, Apr 30, 2025 by incident-io

incident.EscalationPath

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incident 5.5.0 published on Wednesday, Apr 30, 2025 by incident-io

    Create and manage escalations.

    With incident.io On-call you can create escalation paths that describe how a page should be escalated to people and schedules, and create escalations that will execute those paths.

    Example Usage

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    package generated_program;
    
    import com.pulumi.Context;
    import com.pulumi.Pulumi;
    import com.pulumi.core.Output;
    import com.pulumi.incident.Schedule;
    import com.pulumi.incident.ScheduleArgs;
    import com.pulumi.incident.inputs.ScheduleRotationArgs;
    import com.pulumi.incident.EscalationPath;
    import com.pulumi.incident.EscalationPathArgs;
    import com.pulumi.incident.inputs.EscalationPathPathArgs;
    import com.pulumi.incident.inputs.EscalationPathPathIfElseArgs;
    import com.pulumi.incident.inputs.EscalationPathWorkingHourArgs;
    import java.util.List;
    import java.util.ArrayList;
    import java.util.Map;
    import java.io.File;
    import java.nio.file.Files;
    import java.nio.file.Paths;
    
    public class App {
        public static void main(String[] args) {
            Pulumi.run(App::stack);
        }
    
        public static void stack(Context ctx) {
            // This is the primary schedule that receives pages in working hours.
            var primaryOnCall = new Schedule("primaryOnCall", ScheduleArgs.builder()
                .timezone("Europe/London")
                .rotations(ScheduleRotationArgs.builder()
                    .id("primary")
                    .name("Primary")
                    .versions(ScheduleRotationVersionArgs.builder()
                        .handoverStartAt("2024-05-01T12:00:00Z")
                        .users()
                        .layers(ScheduleRotationVersionLayerArgs.builder()
                            .id("primary")
                            .name("Primary")
                            .build())
                        .handovers(ScheduleRotationVersionHandoverArgs.builder()
                            .intervalType("daily")
                            .interval(1)
                            .build())
                        .build())
                    .build())
                .build());
    
            // If in working hours, send high-urgency alerts. Otherwise use low-urgency.
            var urgentSupport = new EscalationPath("urgentSupport", EscalationPathArgs.builder()
                .paths(EscalationPathPathArgs.builder()
                    .id("start")
                    .type("if_else")
                    .ifElse(EscalationPathPathIfElseArgs.builder()
                        .conditions(EscalationPathPathIfElseConditionArgs.builder()
                            .operation("is_active")
                            .paramBindings()
                            .subject("escalation.working_hours[\"UK\"]")
                            .build())
                        .thenPath(                    
                            %!v(PANIC=Format method: runtime error: invalid memory address or nil pointer dereference),
                            %!v(PANIC=Format method: runtime error: invalid memory address or nil pointer dereference))
                        .elsePath(%!v(PANIC=Format method: runtime error: invalid memory address or nil pointer dereference))
                        .build())
                    .build())
                .workingHours(EscalationPathWorkingHourArgs.builder()
                    .id("UK")
                    .name("UK")
                    .timezone("Europe/London")
                    .weekdayIntervals(EscalationPathWorkingHourWeekdayIntervalArgs.builder()
                        .weekday("monday")
                        .startTime("09:00")
                        .endTime("17:00")
                        .build())
                    .build())
                .teamIds(            
                    "01FCNDV6P870EA6S7TK1DSYD00",
                    "01FCNDV6P870EA6S7TK1DSYD01")
                .build());
    
        }
    }
    
    resources:
      # This is the primary schedule that receives pages in working hours.
      primaryOnCall:
        type: incident:Schedule
        properties:
          timezone: Europe/London
          rotations:
            - id: primary
              name: Primary
              versions:
                - handoverStartAt: 2024-05-01T12:00:00Z
                  users: []
                  layers:
                    - id: primary
                      name: Primary
                  handovers:
                    - intervalType: daily
                      interval: 1
      # If in working hours, send high-urgency alerts. Otherwise use low-urgency.
      urgentSupport:
        type: incident:EscalationPath
        properties:
          paths:
            - id: start
              type: if_else
              ifElse:
                conditions:
                  - operation: is_active
                    paramBindings: []
                    subject: escalation.working_hours["UK"]
                thenPath:
                  - type: level
                    level:
                      targets:
                        - type: schedule
                          id: ${primaryOnCall.id}
                          urgency: high
                      timeToAckSeconds: 300
                  - type: repeat
                    repeat:
                      repeatTimes: 3
                      toNode: start
                elsePath:
                  - type: level
                    level:
                      targets:
                        - type: schedule
                          id: ${primaryOnCall.id}
                          urgency: low
                      timeToAckSeconds: 300
          workingHours:
            - id: UK
              name: UK
              timezone: Europe/London
              weekdayIntervals:
                - weekday: monday
                  startTime: 09:00
                  endTime: 17:00
          # Teams that use this escalation path
          teamIds:
            - 01FCNDV6P870EA6S7TK1DSYD00
            - 01FCNDV6P870EA6S7TK1DSYD01
    

    Create EscalationPath Resource

    Resources are created with functions called constructors. To learn more about declaring and configuring resources, see Resources.

    Constructor syntax

    new EscalationPath(name: string, args: EscalationPathArgs, opts?: CustomResourceOptions);
    @overload
    def EscalationPath(resource_name: str,
                       args: EscalationPathArgs,
                       opts: Optional[ResourceOptions] = None)
    
    @overload
    def EscalationPath(resource_name: str,
                       opts: Optional[ResourceOptions] = None,
                       paths: Optional[Sequence[EscalationPathPathArgs]] = None,
                       name: Optional[str] = None,
                       team_ids: Optional[Sequence[str]] = None,
                       working_hours: Optional[Sequence[EscalationPathWorkingHourArgs]] = None)
    func NewEscalationPath(ctx *Context, name string, args EscalationPathArgs, opts ...ResourceOption) (*EscalationPath, error)
    public EscalationPath(string name, EscalationPathArgs args, CustomResourceOptions? opts = null)
    public EscalationPath(String name, EscalationPathArgs args)
    public EscalationPath(String name, EscalationPathArgs args, CustomResourceOptions options)
    
    type: incident:EscalationPath
    properties: # The arguments to resource properties.
    options: # Bag of options to control resource's behavior.
    
    

    Parameters

    name string
    The unique name of the resource.
    args EscalationPathArgs
    The arguments to resource properties.
    opts CustomResourceOptions
    Bag of options to control resource's behavior.
    resource_name str
    The unique name of the resource.
    args EscalationPathArgs
    The arguments to resource properties.
    opts ResourceOptions
    Bag of options to control resource's behavior.
    ctx Context
    Context object for the current deployment.
    name string
    The unique name of the resource.
    args EscalationPathArgs
    The arguments to resource properties.
    opts ResourceOption
    Bag of options to control resource's behavior.
    name string
    The unique name of the resource.
    args EscalationPathArgs
    The arguments to resource properties.
    opts CustomResourceOptions
    Bag of options to control resource's behavior.
    name String
    The unique name of the resource.
    args EscalationPathArgs
    The arguments to resource properties.
    options CustomResourceOptions
    Bag of options to control resource's behavior.

    Constructor example

    The following reference example uses placeholder values for all input properties.

    var escalationPathResource = new Incident.EscalationPath("escalationPathResource", new()
    {
        Paths = new[]
        {
            new Incident.Inputs.EscalationPathPathArgs
            {
                Type = "string",
                Id = "string",
                IfElse = new Incident.Inputs.EscalationPathPathIfElseArgs
                {
                    Conditions = new[]
                    {
                        new Incident.Inputs.EscalationPathPathIfElseConditionArgs
                        {
                            Operation = "string",
                            ParamBindings = new[]
                            {
                                new Incident.Inputs.EscalationPathPathIfElseConditionParamBindingArgs
                                {
                                    ArrayValues = new[]
                                    {
                                        new Incident.Inputs.EscalationPathPathIfElseConditionParamBindingArrayValueArgs
                                        {
                                            Literal = "string",
                                            Reference = "string",
                                        },
                                    },
                                    Value = new Incident.Inputs.EscalationPathPathIfElseConditionParamBindingValueArgs
                                    {
                                        Literal = "string",
                                        Reference = "string",
                                    },
                                },
                            },
                            Subject = "string",
                        },
                    },
                    ThenPaths = new[]
                    {
                        new Incident.Inputs.EscalationPathPathIfElseThenPathArgs
                        {
                            Type = "string",
                            Id = "string",
                            IfElse = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseArgs
                            {
                                Conditions = new[]
                                {
                                    new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseConditionArgs
                                    {
                                        Operation = "string",
                                        ParamBindings = new[]
                                        {
                                            new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseConditionParamBindingArgs
                                            {
                                                ArrayValues = new[]
                                                {
                                                    new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseConditionParamBindingArrayValueArgs
                                                    {
                                                        Literal = "string",
                                                        Reference = "string",
                                                    },
                                                },
                                                Value = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseConditionParamBindingValueArgs
                                                {
                                                    Literal = "string",
                                                    Reference = "string",
                                                },
                                            },
                                        },
                                        Subject = "string",
                                    },
                                },
                                ThenPaths = new[]
                                {
                                    new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathArgs
                                    {
                                        Type = "string",
                                        Id = "string",
                                        IfElse = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseArgs
                                        {
                                            Conditions = new[]
                                            {
                                                new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionArgs
                                                {
                                                    Operation = "string",
                                                    ParamBindings = new[]
                                                    {
                                                        new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArgs
                                                        {
                                                            ArrayValues = new[]
                                                            {
                                                                new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArrayValueArgs
                                                                {
                                                                    Literal = "string",
                                                                    Reference = "string",
                                                                },
                                                            },
                                                            Value = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingValueArgs
                                                            {
                                                                Literal = "string",
                                                                Reference = "string",
                                                            },
                                                        },
                                                    },
                                                    Subject = "string",
                                                },
                                            },
                                            ThenPaths = new[]
                                            {
                                                new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathArgs
                                                {
                                                    Type = "string",
                                                    Id = "string",
                                                    Level = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelArgs
                                                    {
                                                        Targets = new[]
                                                        {
                                                            new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTargetArgs
                                                            {
                                                                Id = "string",
                                                                Type = "string",
                                                                Urgency = "string",
                                                                ScheduleMode = "string",
                                                            },
                                                        },
                                                        RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfigArgs
                                                        {
                                                            Enabled = false,
                                                            RotateAfterSeconds = 0,
                                                        },
                                                        TimeToAckIntervalCondition = "string",
                                                        TimeToAckSeconds = 0,
                                                        TimeToAckWeekdayIntervalConfigId = "string",
                                                    },
                                                    NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelArgs
                                                    {
                                                        Targets = new[]
                                                        {
                                                            new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTargetArgs
                                                            {
                                                                Id = "string",
                                                                Type = "string",
                                                                Urgency = "string",
                                                                ScheduleMode = "string",
                                                            },
                                                        },
                                                        TimeToAckIntervalCondition = "string",
                                                        TimeToAckSeconds = 0,
                                                        TimeToAckWeekdayIntervalConfigId = "string",
                                                    },
                                                    Repeat = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathRepeatArgs
                                                    {
                                                        RepeatTimes = 0,
                                                        ToNode = "string",
                                                    },
                                                },
                                            },
                                            ElsePaths = new[]
                                            {
                                                new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathArgs
                                                {
                                                    Type = "string",
                                                    Id = "string",
                                                    Level = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelArgs
                                                    {
                                                        Targets = new[]
                                                        {
                                                            new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTargetArgs
                                                            {
                                                                Id = "string",
                                                                Type = "string",
                                                                Urgency = "string",
                                                                ScheduleMode = "string",
                                                            },
                                                        },
                                                        RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfigArgs
                                                        {
                                                            Enabled = false,
                                                            RotateAfterSeconds = 0,
                                                        },
                                                        TimeToAckIntervalCondition = "string",
                                                        TimeToAckSeconds = 0,
                                                        TimeToAckWeekdayIntervalConfigId = "string",
                                                    },
                                                    NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelArgs
                                                    {
                                                        Targets = new[]
                                                        {
                                                            new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTargetArgs
                                                            {
                                                                Id = "string",
                                                                Type = "string",
                                                                Urgency = "string",
                                                                ScheduleMode = "string",
                                                            },
                                                        },
                                                        TimeToAckIntervalCondition = "string",
                                                        TimeToAckSeconds = 0,
                                                        TimeToAckWeekdayIntervalConfigId = "string",
                                                    },
                                                    Repeat = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathRepeatArgs
                                                    {
                                                        RepeatTimes = 0,
                                                        ToNode = "string",
                                                    },
                                                },
                                            },
                                        },
                                        Level = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathLevelArgs
                                        {
                                            Targets = new[]
                                            {
                                                new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathLevelTargetArgs
                                                {
                                                    Id = "string",
                                                    Type = "string",
                                                    Urgency = "string",
                                                    ScheduleMode = "string",
                                                },
                                            },
                                            RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathLevelRoundRobinConfigArgs
                                            {
                                                Enabled = false,
                                                RotateAfterSeconds = 0,
                                            },
                                            TimeToAckIntervalCondition = "string",
                                            TimeToAckSeconds = 0,
                                            TimeToAckWeekdayIntervalConfigId = "string",
                                        },
                                        NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelArgs
                                        {
                                            Targets = new[]
                                            {
                                                new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelTargetArgs
                                                {
                                                    Id = "string",
                                                    Type = "string",
                                                    Urgency = "string",
                                                    ScheduleMode = "string",
                                                },
                                            },
                                            TimeToAckIntervalCondition = "string",
                                            TimeToAckSeconds = 0,
                                            TimeToAckWeekdayIntervalConfigId = "string",
                                        },
                                        Repeat = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathRepeatArgs
                                        {
                                            RepeatTimes = 0,
                                            ToNode = "string",
                                        },
                                    },
                                },
                                ElsePaths = new[]
                                {
                                    new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathArgs
                                    {
                                        Type = "string",
                                        Id = "string",
                                        IfElse = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseArgs
                                        {
                                            Conditions = new[]
                                            {
                                                new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionArgs
                                                {
                                                    Operation = "string",
                                                    ParamBindings = new[]
                                                    {
                                                        new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArgs
                                                        {
                                                            ArrayValues = new[]
                                                            {
                                                                new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArrayValueArgs
                                                                {
                                                                    Literal = "string",
                                                                    Reference = "string",
                                                                },
                                                            },
                                                            Value = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingValueArgs
                                                            {
                                                                Literal = "string",
                                                                Reference = "string",
                                                            },
                                                        },
                                                    },
                                                    Subject = "string",
                                                },
                                            },
                                            ThenPaths = new[]
                                            {
                                                new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathArgs
                                                {
                                                    Type = "string",
                                                    Id = "string",
                                                    Level = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelArgs
                                                    {
                                                        Targets = new[]
                                                        {
                                                            new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTargetArgs
                                                            {
                                                                Id = "string",
                                                                Type = "string",
                                                                Urgency = "string",
                                                                ScheduleMode = "string",
                                                            },
                                                        },
                                                        RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfigArgs
                                                        {
                                                            Enabled = false,
                                                            RotateAfterSeconds = 0,
                                                        },
                                                        TimeToAckIntervalCondition = "string",
                                                        TimeToAckSeconds = 0,
                                                        TimeToAckWeekdayIntervalConfigId = "string",
                                                    },
                                                    NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelArgs
                                                    {
                                                        Targets = new[]
                                                        {
                                                            new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTargetArgs
                                                            {
                                                                Id = "string",
                                                                Type = "string",
                                                                Urgency = "string",
                                                                ScheduleMode = "string",
                                                            },
                                                        },
                                                        TimeToAckIntervalCondition = "string",
                                                        TimeToAckSeconds = 0,
                                                        TimeToAckWeekdayIntervalConfigId = "string",
                                                    },
                                                    Repeat = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathRepeatArgs
                                                    {
                                                        RepeatTimes = 0,
                                                        ToNode = "string",
                                                    },
                                                },
                                            },
                                            ElsePaths = new[]
                                            {
                                                new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathArgs
                                                {
                                                    Type = "string",
                                                    Id = "string",
                                                    Level = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelArgs
                                                    {
                                                        Targets = new[]
                                                        {
                                                            new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTargetArgs
                                                            {
                                                                Id = "string",
                                                                Type = "string",
                                                                Urgency = "string",
                                                                ScheduleMode = "string",
                                                            },
                                                        },
                                                        RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfigArgs
                                                        {
                                                            Enabled = false,
                                                            RotateAfterSeconds = 0,
                                                        },
                                                        TimeToAckIntervalCondition = "string",
                                                        TimeToAckSeconds = 0,
                                                        TimeToAckWeekdayIntervalConfigId = "string",
                                                    },
                                                    NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelArgs
                                                    {
                                                        Targets = new[]
                                                        {
                                                            new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTargetArgs
                                                            {
                                                                Id = "string",
                                                                Type = "string",
                                                                Urgency = "string",
                                                                ScheduleMode = "string",
                                                            },
                                                        },
                                                        TimeToAckIntervalCondition = "string",
                                                        TimeToAckSeconds = 0,
                                                        TimeToAckWeekdayIntervalConfigId = "string",
                                                    },
                                                    Repeat = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathRepeatArgs
                                                    {
                                                        RepeatTimes = 0,
                                                        ToNode = "string",
                                                    },
                                                },
                                            },
                                        },
                                        Level = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathLevelArgs
                                        {
                                            Targets = new[]
                                            {
                                                new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathLevelTargetArgs
                                                {
                                                    Id = "string",
                                                    Type = "string",
                                                    Urgency = "string",
                                                    ScheduleMode = "string",
                                                },
                                            },
                                            RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathLevelRoundRobinConfigArgs
                                            {
                                                Enabled = false,
                                                RotateAfterSeconds = 0,
                                            },
                                            TimeToAckIntervalCondition = "string",
                                            TimeToAckSeconds = 0,
                                            TimeToAckWeekdayIntervalConfigId = "string",
                                        },
                                        NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannelArgs
                                        {
                                            Targets = new[]
                                            {
                                                new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannelTargetArgs
                                                {
                                                    Id = "string",
                                                    Type = "string",
                                                    Urgency = "string",
                                                    ScheduleMode = "string",
                                                },
                                            },
                                            TimeToAckIntervalCondition = "string",
                                            TimeToAckSeconds = 0,
                                            TimeToAckWeekdayIntervalConfigId = "string",
                                        },
                                        Repeat = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathRepeatArgs
                                        {
                                            RepeatTimes = 0,
                                            ToNode = "string",
                                        },
                                    },
                                },
                            },
                            Level = new Incident.Inputs.EscalationPathPathIfElseThenPathLevelArgs
                            {
                                Targets = new[]
                                {
                                    new Incident.Inputs.EscalationPathPathIfElseThenPathLevelTargetArgs
                                    {
                                        Id = "string",
                                        Type = "string",
                                        Urgency = "string",
                                        ScheduleMode = "string",
                                    },
                                },
                                RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseThenPathLevelRoundRobinConfigArgs
                                {
                                    Enabled = false,
                                    RotateAfterSeconds = 0,
                                },
                                TimeToAckIntervalCondition = "string",
                                TimeToAckSeconds = 0,
                                TimeToAckWeekdayIntervalConfigId = "string",
                            },
                            NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseThenPathNotifyChannelArgs
                            {
                                Targets = new[]
                                {
                                    new Incident.Inputs.EscalationPathPathIfElseThenPathNotifyChannelTargetArgs
                                    {
                                        Id = "string",
                                        Type = "string",
                                        Urgency = "string",
                                        ScheduleMode = "string",
                                    },
                                },
                                TimeToAckIntervalCondition = "string",
                                TimeToAckSeconds = 0,
                                TimeToAckWeekdayIntervalConfigId = "string",
                            },
                            Repeat = new Incident.Inputs.EscalationPathPathIfElseThenPathRepeatArgs
                            {
                                RepeatTimes = 0,
                                ToNode = "string",
                            },
                        },
                    },
                    ElsePaths = new[]
                    {
                        new Incident.Inputs.EscalationPathPathIfElseElsePathArgs
                        {
                            Type = "string",
                            Id = "string",
                            IfElse = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseArgs
                            {
                                Conditions = new[]
                                {
                                    new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseConditionArgs
                                    {
                                        Operation = "string",
                                        ParamBindings = new[]
                                        {
                                            new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseConditionParamBindingArgs
                                            {
                                                ArrayValues = new[]
                                                {
                                                    new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseConditionParamBindingArrayValueArgs
                                                    {
                                                        Literal = "string",
                                                        Reference = "string",
                                                    },
                                                },
                                                Value = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseConditionParamBindingValueArgs
                                                {
                                                    Literal = "string",
                                                    Reference = "string",
                                                },
                                            },
                                        },
                                        Subject = "string",
                                    },
                                },
                                ThenPaths = new[]
                                {
                                    new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathArgs
                                    {
                                        Type = "string",
                                        Id = "string",
                                        IfElse = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseArgs
                                        {
                                            Conditions = new[]
                                            {
                                                new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionArgs
                                                {
                                                    Operation = "string",
                                                    ParamBindings = new[]
                                                    {
                                                        new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArgs
                                                        {
                                                            ArrayValues = new[]
                                                            {
                                                                new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArrayValueArgs
                                                                {
                                                                    Literal = "string",
                                                                    Reference = "string",
                                                                },
                                                            },
                                                            Value = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingValueArgs
                                                            {
                                                                Literal = "string",
                                                                Reference = "string",
                                                            },
                                                        },
                                                    },
                                                    Subject = "string",
                                                },
                                            },
                                            ThenPaths = new[]
                                            {
                                                new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathArgs
                                                {
                                                    Type = "string",
                                                    Id = "string",
                                                    Level = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelArgs
                                                    {
                                                        Targets = new[]
                                                        {
                                                            new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTargetArgs
                                                            {
                                                                Id = "string",
                                                                Type = "string",
                                                                Urgency = "string",
                                                                ScheduleMode = "string",
                                                            },
                                                        },
                                                        RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfigArgs
                                                        {
                                                            Enabled = false,
                                                            RotateAfterSeconds = 0,
                                                        },
                                                        TimeToAckIntervalCondition = "string",
                                                        TimeToAckSeconds = 0,
                                                        TimeToAckWeekdayIntervalConfigId = "string",
                                                    },
                                                    NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelArgs
                                                    {
                                                        Targets = new[]
                                                        {
                                                            new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTargetArgs
                                                            {
                                                                Id = "string",
                                                                Type = "string",
                                                                Urgency = "string",
                                                                ScheduleMode = "string",
                                                            },
                                                        },
                                                        TimeToAckIntervalCondition = "string",
                                                        TimeToAckSeconds = 0,
                                                        TimeToAckWeekdayIntervalConfigId = "string",
                                                    },
                                                    Repeat = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathRepeatArgs
                                                    {
                                                        RepeatTimes = 0,
                                                        ToNode = "string",
                                                    },
                                                },
                                            },
                                            ElsePaths = new[]
                                            {
                                                new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathArgs
                                                {
                                                    Type = "string",
                                                    Id = "string",
                                                    Level = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelArgs
                                                    {
                                                        Targets = new[]
                                                        {
                                                            new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTargetArgs
                                                            {
                                                                Id = "string",
                                                                Type = "string",
                                                                Urgency = "string",
                                                                ScheduleMode = "string",
                                                            },
                                                        },
                                                        RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfigArgs
                                                        {
                                                            Enabled = false,
                                                            RotateAfterSeconds = 0,
                                                        },
                                                        TimeToAckIntervalCondition = "string",
                                                        TimeToAckSeconds = 0,
                                                        TimeToAckWeekdayIntervalConfigId = "string",
                                                    },
                                                    NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelArgs
                                                    {
                                                        Targets = new[]
                                                        {
                                                            new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTargetArgs
                                                            {
                                                                Id = "string",
                                                                Type = "string",
                                                                Urgency = "string",
                                                                ScheduleMode = "string",
                                                            },
                                                        },
                                                        TimeToAckIntervalCondition = "string",
                                                        TimeToAckSeconds = 0,
                                                        TimeToAckWeekdayIntervalConfigId = "string",
                                                    },
                                                    Repeat = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathRepeatArgs
                                                    {
                                                        RepeatTimes = 0,
                                                        ToNode = "string",
                                                    },
                                                },
                                            },
                                        },
                                        Level = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathLevelArgs
                                        {
                                            Targets = new[]
                                            {
                                                new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathLevelTargetArgs
                                                {
                                                    Id = "string",
                                                    Type = "string",
                                                    Urgency = "string",
                                                    ScheduleMode = "string",
                                                },
                                            },
                                            RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathLevelRoundRobinConfigArgs
                                            {
                                                Enabled = false,
                                                RotateAfterSeconds = 0,
                                            },
                                            TimeToAckIntervalCondition = "string",
                                            TimeToAckSeconds = 0,
                                            TimeToAckWeekdayIntervalConfigId = "string",
                                        },
                                        NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannelArgs
                                        {
                                            Targets = new[]
                                            {
                                                new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannelTargetArgs
                                                {
                                                    Id = "string",
                                                    Type = "string",
                                                    Urgency = "string",
                                                    ScheduleMode = "string",
                                                },
                                            },
                                            TimeToAckIntervalCondition = "string",
                                            TimeToAckSeconds = 0,
                                            TimeToAckWeekdayIntervalConfigId = "string",
                                        },
                                        Repeat = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathRepeatArgs
                                        {
                                            RepeatTimes = 0,
                                            ToNode = "string",
                                        },
                                    },
                                },
                                ElsePaths = new[]
                                {
                                    new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathArgs
                                    {
                                        Type = "string",
                                        Id = "string",
                                        IfElse = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseArgs
                                        {
                                            Conditions = new[]
                                            {
                                                new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionArgs
                                                {
                                                    Operation = "string",
                                                    ParamBindings = new[]
                                                    {
                                                        new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArgs
                                                        {
                                                            ArrayValues = new[]
                                                            {
                                                                new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArrayValueArgs
                                                                {
                                                                    Literal = "string",
                                                                    Reference = "string",
                                                                },
                                                            },
                                                            Value = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingValueArgs
                                                            {
                                                                Literal = "string",
                                                                Reference = "string",
                                                            },
                                                        },
                                                    },
                                                    Subject = "string",
                                                },
                                            },
                                            ThenPaths = new[]
                                            {
                                                new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathArgs
                                                {
                                                    Type = "string",
                                                    Id = "string",
                                                    Level = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelArgs
                                                    {
                                                        Targets = new[]
                                                        {
                                                            new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTargetArgs
                                                            {
                                                                Id = "string",
                                                                Type = "string",
                                                                Urgency = "string",
                                                                ScheduleMode = "string",
                                                            },
                                                        },
                                                        RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfigArgs
                                                        {
                                                            Enabled = false,
                                                            RotateAfterSeconds = 0,
                                                        },
                                                        TimeToAckIntervalCondition = "string",
                                                        TimeToAckSeconds = 0,
                                                        TimeToAckWeekdayIntervalConfigId = "string",
                                                    },
                                                    NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelArgs
                                                    {
                                                        Targets = new[]
                                                        {
                                                            new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTargetArgs
                                                            {
                                                                Id = "string",
                                                                Type = "string",
                                                                Urgency = "string",
                                                                ScheduleMode = "string",
                                                            },
                                                        },
                                                        TimeToAckIntervalCondition = "string",
                                                        TimeToAckSeconds = 0,
                                                        TimeToAckWeekdayIntervalConfigId = "string",
                                                    },
                                                    Repeat = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathRepeatArgs
                                                    {
                                                        RepeatTimes = 0,
                                                        ToNode = "string",
                                                    },
                                                },
                                            },
                                            ElsePaths = new[]
                                            {
                                                new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathArgs
                                                {
                                                    Type = "string",
                                                    Id = "string",
                                                    Level = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelArgs
                                                    {
                                                        Targets = new[]
                                                        {
                                                            new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTargetArgs
                                                            {
                                                                Id = "string",
                                                                Type = "string",
                                                                Urgency = "string",
                                                                ScheduleMode = "string",
                                                            },
                                                        },
                                                        RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfigArgs
                                                        {
                                                            Enabled = false,
                                                            RotateAfterSeconds = 0,
                                                        },
                                                        TimeToAckIntervalCondition = "string",
                                                        TimeToAckSeconds = 0,
                                                        TimeToAckWeekdayIntervalConfigId = "string",
                                                    },
                                                    NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelArgs
                                                    {
                                                        Targets = new[]
                                                        {
                                                            new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTargetArgs
                                                            {
                                                                Id = "string",
                                                                Type = "string",
                                                                Urgency = "string",
                                                                ScheduleMode = "string",
                                                            },
                                                        },
                                                        TimeToAckIntervalCondition = "string",
                                                        TimeToAckSeconds = 0,
                                                        TimeToAckWeekdayIntervalConfigId = "string",
                                                    },
                                                    Repeat = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathRepeatArgs
                                                    {
                                                        RepeatTimes = 0,
                                                        ToNode = "string",
                                                    },
                                                },
                                            },
                                        },
                                        Level = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathLevelArgs
                                        {
                                            Targets = new[]
                                            {
                                                new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathLevelTargetArgs
                                                {
                                                    Id = "string",
                                                    Type = "string",
                                                    Urgency = "string",
                                                    ScheduleMode = "string",
                                                },
                                            },
                                            RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathLevelRoundRobinConfigArgs
                                            {
                                                Enabled = false,
                                                RotateAfterSeconds = 0,
                                            },
                                            TimeToAckIntervalCondition = "string",
                                            TimeToAckSeconds = 0,
                                            TimeToAckWeekdayIntervalConfigId = "string",
                                        },
                                        NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannelArgs
                                        {
                                            Targets = new[]
                                            {
                                                new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannelTargetArgs
                                                {
                                                    Id = "string",
                                                    Type = "string",
                                                    Urgency = "string",
                                                    ScheduleMode = "string",
                                                },
                                            },
                                            TimeToAckIntervalCondition = "string",
                                            TimeToAckSeconds = 0,
                                            TimeToAckWeekdayIntervalConfigId = "string",
                                        },
                                        Repeat = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathRepeatArgs
                                        {
                                            RepeatTimes = 0,
                                            ToNode = "string",
                                        },
                                    },
                                },
                            },
                            Level = new Incident.Inputs.EscalationPathPathIfElseElsePathLevelArgs
                            {
                                Targets = new[]
                                {
                                    new Incident.Inputs.EscalationPathPathIfElseElsePathLevelTargetArgs
                                    {
                                        Id = "string",
                                        Type = "string",
                                        Urgency = "string",
                                        ScheduleMode = "string",
                                    },
                                },
                                RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseElsePathLevelRoundRobinConfigArgs
                                {
                                    Enabled = false,
                                    RotateAfterSeconds = 0,
                                },
                                TimeToAckIntervalCondition = "string",
                                TimeToAckSeconds = 0,
                                TimeToAckWeekdayIntervalConfigId = "string",
                            },
                            NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseElsePathNotifyChannelArgs
                            {
                                Targets = new[]
                                {
                                    new Incident.Inputs.EscalationPathPathIfElseElsePathNotifyChannelTargetArgs
                                    {
                                        Id = "string",
                                        Type = "string",
                                        Urgency = "string",
                                        ScheduleMode = "string",
                                    },
                                },
                                TimeToAckIntervalCondition = "string",
                                TimeToAckSeconds = 0,
                                TimeToAckWeekdayIntervalConfigId = "string",
                            },
                            Repeat = new Incident.Inputs.EscalationPathPathIfElseElsePathRepeatArgs
                            {
                                RepeatTimes = 0,
                                ToNode = "string",
                            },
                        },
                    },
                },
                Level = new Incident.Inputs.EscalationPathPathLevelArgs
                {
                    Targets = new[]
                    {
                        new Incident.Inputs.EscalationPathPathLevelTargetArgs
                        {
                            Id = "string",
                            Type = "string",
                            Urgency = "string",
                            ScheduleMode = "string",
                        },
                    },
                    RoundRobinConfig = new Incident.Inputs.EscalationPathPathLevelRoundRobinConfigArgs
                    {
                        Enabled = false,
                        RotateAfterSeconds = 0,
                    },
                    TimeToAckIntervalCondition = "string",
                    TimeToAckSeconds = 0,
                    TimeToAckWeekdayIntervalConfigId = "string",
                },
                NotifyChannel = new Incident.Inputs.EscalationPathPathNotifyChannelArgs
                {
                    Targets = new[]
                    {
                        new Incident.Inputs.EscalationPathPathNotifyChannelTargetArgs
                        {
                            Id = "string",
                            Type = "string",
                            Urgency = "string",
                            ScheduleMode = "string",
                        },
                    },
                    TimeToAckIntervalCondition = "string",
                    TimeToAckSeconds = 0,
                    TimeToAckWeekdayIntervalConfigId = "string",
                },
                Repeat = new Incident.Inputs.EscalationPathPathRepeatArgs
                {
                    RepeatTimes = 0,
                    ToNode = "string",
                },
            },
        },
        Name = "string",
        TeamIds = new[]
        {
            "string",
        },
        WorkingHours = new[]
        {
            new Incident.Inputs.EscalationPathWorkingHourArgs
            {
                Id = "string",
                Name = "string",
                Timezone = "string",
                WeekdayIntervals = new[]
                {
                    new Incident.Inputs.EscalationPathWorkingHourWeekdayIntervalArgs
                    {
                        EndTime = "string",
                        StartTime = "string",
                        Weekday = "string",
                    },
                },
            },
        },
    });
    
    example, err := incident.NewEscalationPath(ctx, "escalationPathResource", &incident.EscalationPathArgs{
    	Paths: incident.EscalationPathPathArray{
    		&incident.EscalationPathPathArgs{
    			Type: pulumi.String("string"),
    			Id:   pulumi.String("string"),
    			IfElse: &incident.EscalationPathPathIfElseArgs{
    				Conditions: incident.EscalationPathPathIfElseConditionArray{
    					&incident.EscalationPathPathIfElseConditionArgs{
    						Operation: pulumi.String("string"),
    						ParamBindings: incident.EscalationPathPathIfElseConditionParamBindingArray{
    							&incident.EscalationPathPathIfElseConditionParamBindingArgs{
    								ArrayValues: incident.EscalationPathPathIfElseConditionParamBindingArrayValueArray{
    									&incident.EscalationPathPathIfElseConditionParamBindingArrayValueArgs{
    										Literal:   pulumi.String("string"),
    										Reference: pulumi.String("string"),
    									},
    								},
    								Value: &incident.EscalationPathPathIfElseConditionParamBindingValueArgs{
    									Literal:   pulumi.String("string"),
    									Reference: pulumi.String("string"),
    								},
    							},
    						},
    						Subject: pulumi.String("string"),
    					},
    				},
    				ThenPaths: incident.EscalationPathPathIfElseThenPathArray{
    					&incident.EscalationPathPathIfElseThenPathArgs{
    						Type: pulumi.String("string"),
    						Id:   pulumi.String("string"),
    						IfElse: &incident.EscalationPathPathIfElseThenPathIfElseArgs{
    							Conditions: incident.EscalationPathPathIfElseThenPathIfElseConditionArray{
    								&incident.EscalationPathPathIfElseThenPathIfElseConditionArgs{
    									Operation: pulumi.String("string"),
    									ParamBindings: incident.EscalationPathPathIfElseThenPathIfElseConditionParamBindingArray{
    										&incident.EscalationPathPathIfElseThenPathIfElseConditionParamBindingArgs{
    											ArrayValues: incident.EscalationPathPathIfElseThenPathIfElseConditionParamBindingArrayValueArray{
    												&incident.EscalationPathPathIfElseThenPathIfElseConditionParamBindingArrayValueArgs{
    													Literal:   pulumi.String("string"),
    													Reference: pulumi.String("string"),
    												},
    											},
    											Value: &incident.EscalationPathPathIfElseThenPathIfElseConditionParamBindingValueArgs{
    												Literal:   pulumi.String("string"),
    												Reference: pulumi.String("string"),
    											},
    										},
    									},
    									Subject: pulumi.String("string"),
    								},
    							},
    							ThenPaths: incident.EscalationPathPathIfElseThenPathIfElseThenPathArray{
    								&incident.EscalationPathPathIfElseThenPathIfElseThenPathArgs{
    									Type: pulumi.String("string"),
    									Id:   pulumi.String("string"),
    									IfElse: &incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseArgs{
    										Conditions: incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionArray{
    											&incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionArgs{
    												Operation: pulumi.String("string"),
    												ParamBindings: incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArray{
    													&incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArgs{
    														ArrayValues: incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArrayValueArray{
    															&incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArrayValueArgs{
    																Literal:   pulumi.String("string"),
    																Reference: pulumi.String("string"),
    															},
    														},
    														Value: &incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingValueArgs{
    															Literal:   pulumi.String("string"),
    															Reference: pulumi.String("string"),
    														},
    													},
    												},
    												Subject: pulumi.String("string"),
    											},
    										},
    										ThenPaths: incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathArray{
    											&incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathArgs{
    												Type: pulumi.String("string"),
    												Id:   pulumi.String("string"),
    												Level: &incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelArgs{
    													Targets: incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTargetArray{
    														&incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTargetArgs{
    															Id:           pulumi.String("string"),
    															Type:         pulumi.String("string"),
    															Urgency:      pulumi.String("string"),
    															ScheduleMode: pulumi.String("string"),
    														},
    													},
    													RoundRobinConfig: &incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfigArgs{
    														Enabled:            pulumi.Bool(false),
    														RotateAfterSeconds: pulumi.Float64(0),
    													},
    													TimeToAckIntervalCondition:       pulumi.String("string"),
    													TimeToAckSeconds:                 pulumi.Float64(0),
    													TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    												},
    												NotifyChannel: &incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelArgs{
    													Targets: incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTargetArray{
    														&incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTargetArgs{
    															Id:           pulumi.String("string"),
    															Type:         pulumi.String("string"),
    															Urgency:      pulumi.String("string"),
    															ScheduleMode: pulumi.String("string"),
    														},
    													},
    													TimeToAckIntervalCondition:       pulumi.String("string"),
    													TimeToAckSeconds:                 pulumi.Float64(0),
    													TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    												},
    												Repeat: &incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathRepeatArgs{
    													RepeatTimes: pulumi.Float64(0),
    													ToNode:      pulumi.String("string"),
    												},
    											},
    										},
    										ElsePaths: incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathArray{
    											&incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathArgs{
    												Type: pulumi.String("string"),
    												Id:   pulumi.String("string"),
    												Level: &incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelArgs{
    													Targets: incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTargetArray{
    														&incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTargetArgs{
    															Id:           pulumi.String("string"),
    															Type:         pulumi.String("string"),
    															Urgency:      pulumi.String("string"),
    															ScheduleMode: pulumi.String("string"),
    														},
    													},
    													RoundRobinConfig: &incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfigArgs{
    														Enabled:            pulumi.Bool(false),
    														RotateAfterSeconds: pulumi.Float64(0),
    													},
    													TimeToAckIntervalCondition:       pulumi.String("string"),
    													TimeToAckSeconds:                 pulumi.Float64(0),
    													TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    												},
    												NotifyChannel: &incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelArgs{
    													Targets: incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTargetArray{
    														&incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTargetArgs{
    															Id:           pulumi.String("string"),
    															Type:         pulumi.String("string"),
    															Urgency:      pulumi.String("string"),
    															ScheduleMode: pulumi.String("string"),
    														},
    													},
    													TimeToAckIntervalCondition:       pulumi.String("string"),
    													TimeToAckSeconds:                 pulumi.Float64(0),
    													TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    												},
    												Repeat: &incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathRepeatArgs{
    													RepeatTimes: pulumi.Float64(0),
    													ToNode:      pulumi.String("string"),
    												},
    											},
    										},
    									},
    									Level: &incident.EscalationPathPathIfElseThenPathIfElseThenPathLevelArgs{
    										Targets: incident.EscalationPathPathIfElseThenPathIfElseThenPathLevelTargetArray{
    											&incident.EscalationPathPathIfElseThenPathIfElseThenPathLevelTargetArgs{
    												Id:           pulumi.String("string"),
    												Type:         pulumi.String("string"),
    												Urgency:      pulumi.String("string"),
    												ScheduleMode: pulumi.String("string"),
    											},
    										},
    										RoundRobinConfig: &incident.EscalationPathPathIfElseThenPathIfElseThenPathLevelRoundRobinConfigArgs{
    											Enabled:            pulumi.Bool(false),
    											RotateAfterSeconds: pulumi.Float64(0),
    										},
    										TimeToAckIntervalCondition:       pulumi.String("string"),
    										TimeToAckSeconds:                 pulumi.Float64(0),
    										TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    									},
    									NotifyChannel: &incident.EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelArgs{
    										Targets: incident.EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelTargetArray{
    											&incident.EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelTargetArgs{
    												Id:           pulumi.String("string"),
    												Type:         pulumi.String("string"),
    												Urgency:      pulumi.String("string"),
    												ScheduleMode: pulumi.String("string"),
    											},
    										},
    										TimeToAckIntervalCondition:       pulumi.String("string"),
    										TimeToAckSeconds:                 pulumi.Float64(0),
    										TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    									},
    									Repeat: &incident.EscalationPathPathIfElseThenPathIfElseThenPathRepeatArgs{
    										RepeatTimes: pulumi.Float64(0),
    										ToNode:      pulumi.String("string"),
    									},
    								},
    							},
    							ElsePaths: incident.EscalationPathPathIfElseThenPathIfElseElsePathArray{
    								&incident.EscalationPathPathIfElseThenPathIfElseElsePathArgs{
    									Type: pulumi.String("string"),
    									Id:   pulumi.String("string"),
    									IfElse: &incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseArgs{
    										Conditions: incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionArray{
    											&incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionArgs{
    												Operation: pulumi.String("string"),
    												ParamBindings: incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArray{
    													&incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArgs{
    														ArrayValues: incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArrayValueArray{
    															&incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArrayValueArgs{
    																Literal:   pulumi.String("string"),
    																Reference: pulumi.String("string"),
    															},
    														},
    														Value: &incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingValueArgs{
    															Literal:   pulumi.String("string"),
    															Reference: pulumi.String("string"),
    														},
    													},
    												},
    												Subject: pulumi.String("string"),
    											},
    										},
    										ThenPaths: incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathArray{
    											&incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathArgs{
    												Type: pulumi.String("string"),
    												Id:   pulumi.String("string"),
    												Level: &incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelArgs{
    													Targets: incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTargetArray{
    														&incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTargetArgs{
    															Id:           pulumi.String("string"),
    															Type:         pulumi.String("string"),
    															Urgency:      pulumi.String("string"),
    															ScheduleMode: pulumi.String("string"),
    														},
    													},
    													RoundRobinConfig: &incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfigArgs{
    														Enabled:            pulumi.Bool(false),
    														RotateAfterSeconds: pulumi.Float64(0),
    													},
    													TimeToAckIntervalCondition:       pulumi.String("string"),
    													TimeToAckSeconds:                 pulumi.Float64(0),
    													TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    												},
    												NotifyChannel: &incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelArgs{
    													Targets: incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTargetArray{
    														&incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTargetArgs{
    															Id:           pulumi.String("string"),
    															Type:         pulumi.String("string"),
    															Urgency:      pulumi.String("string"),
    															ScheduleMode: pulumi.String("string"),
    														},
    													},
    													TimeToAckIntervalCondition:       pulumi.String("string"),
    													TimeToAckSeconds:                 pulumi.Float64(0),
    													TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    												},
    												Repeat: &incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathRepeatArgs{
    													RepeatTimes: pulumi.Float64(0),
    													ToNode:      pulumi.String("string"),
    												},
    											},
    										},
    										ElsePaths: incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathArray{
    											&incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathArgs{
    												Type: pulumi.String("string"),
    												Id:   pulumi.String("string"),
    												Level: &incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelArgs{
    													Targets: incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTargetArray{
    														&incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTargetArgs{
    															Id:           pulumi.String("string"),
    															Type:         pulumi.String("string"),
    															Urgency:      pulumi.String("string"),
    															ScheduleMode: pulumi.String("string"),
    														},
    													},
    													RoundRobinConfig: &incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfigArgs{
    														Enabled:            pulumi.Bool(false),
    														RotateAfterSeconds: pulumi.Float64(0),
    													},
    													TimeToAckIntervalCondition:       pulumi.String("string"),
    													TimeToAckSeconds:                 pulumi.Float64(0),
    													TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    												},
    												NotifyChannel: &incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelArgs{
    													Targets: incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTargetArray{
    														&incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTargetArgs{
    															Id:           pulumi.String("string"),
    															Type:         pulumi.String("string"),
    															Urgency:      pulumi.String("string"),
    															ScheduleMode: pulumi.String("string"),
    														},
    													},
    													TimeToAckIntervalCondition:       pulumi.String("string"),
    													TimeToAckSeconds:                 pulumi.Float64(0),
    													TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    												},
    												Repeat: &incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathRepeatArgs{
    													RepeatTimes: pulumi.Float64(0),
    													ToNode:      pulumi.String("string"),
    												},
    											},
    										},
    									},
    									Level: &incident.EscalationPathPathIfElseThenPathIfElseElsePathLevelArgs{
    										Targets: incident.EscalationPathPathIfElseThenPathIfElseElsePathLevelTargetArray{
    											&incident.EscalationPathPathIfElseThenPathIfElseElsePathLevelTargetArgs{
    												Id:           pulumi.String("string"),
    												Type:         pulumi.String("string"),
    												Urgency:      pulumi.String("string"),
    												ScheduleMode: pulumi.String("string"),
    											},
    										},
    										RoundRobinConfig: &incident.EscalationPathPathIfElseThenPathIfElseElsePathLevelRoundRobinConfigArgs{
    											Enabled:            pulumi.Bool(false),
    											RotateAfterSeconds: pulumi.Float64(0),
    										},
    										TimeToAckIntervalCondition:       pulumi.String("string"),
    										TimeToAckSeconds:                 pulumi.Float64(0),
    										TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    									},
    									NotifyChannel: &incident.EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannelArgs{
    										Targets: incident.EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannelTargetArray{
    											&incident.EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannelTargetArgs{
    												Id:           pulumi.String("string"),
    												Type:         pulumi.String("string"),
    												Urgency:      pulumi.String("string"),
    												ScheduleMode: pulumi.String("string"),
    											},
    										},
    										TimeToAckIntervalCondition:       pulumi.String("string"),
    										TimeToAckSeconds:                 pulumi.Float64(0),
    										TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    									},
    									Repeat: &incident.EscalationPathPathIfElseThenPathIfElseElsePathRepeatArgs{
    										RepeatTimes: pulumi.Float64(0),
    										ToNode:      pulumi.String("string"),
    									},
    								},
    							},
    						},
    						Level: &incident.EscalationPathPathIfElseThenPathLevelArgs{
    							Targets: incident.EscalationPathPathIfElseThenPathLevelTargetArray{
    								&incident.EscalationPathPathIfElseThenPathLevelTargetArgs{
    									Id:           pulumi.String("string"),
    									Type:         pulumi.String("string"),
    									Urgency:      pulumi.String("string"),
    									ScheduleMode: pulumi.String("string"),
    								},
    							},
    							RoundRobinConfig: &incident.EscalationPathPathIfElseThenPathLevelRoundRobinConfigArgs{
    								Enabled:            pulumi.Bool(false),
    								RotateAfterSeconds: pulumi.Float64(0),
    							},
    							TimeToAckIntervalCondition:       pulumi.String("string"),
    							TimeToAckSeconds:                 pulumi.Float64(0),
    							TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    						},
    						NotifyChannel: &incident.EscalationPathPathIfElseThenPathNotifyChannelArgs{
    							Targets: incident.EscalationPathPathIfElseThenPathNotifyChannelTargetArray{
    								&incident.EscalationPathPathIfElseThenPathNotifyChannelTargetArgs{
    									Id:           pulumi.String("string"),
    									Type:         pulumi.String("string"),
    									Urgency:      pulumi.String("string"),
    									ScheduleMode: pulumi.String("string"),
    								},
    							},
    							TimeToAckIntervalCondition:       pulumi.String("string"),
    							TimeToAckSeconds:                 pulumi.Float64(0),
    							TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    						},
    						Repeat: &incident.EscalationPathPathIfElseThenPathRepeatArgs{
    							RepeatTimes: pulumi.Float64(0),
    							ToNode:      pulumi.String("string"),
    						},
    					},
    				},
    				ElsePaths: incident.EscalationPathPathIfElseElsePathArray{
    					&incident.EscalationPathPathIfElseElsePathArgs{
    						Type: pulumi.String("string"),
    						Id:   pulumi.String("string"),
    						IfElse: &incident.EscalationPathPathIfElseElsePathIfElseArgs{
    							Conditions: incident.EscalationPathPathIfElseElsePathIfElseConditionArray{
    								&incident.EscalationPathPathIfElseElsePathIfElseConditionArgs{
    									Operation: pulumi.String("string"),
    									ParamBindings: incident.EscalationPathPathIfElseElsePathIfElseConditionParamBindingArray{
    										&incident.EscalationPathPathIfElseElsePathIfElseConditionParamBindingArgs{
    											ArrayValues: incident.EscalationPathPathIfElseElsePathIfElseConditionParamBindingArrayValueArray{
    												&incident.EscalationPathPathIfElseElsePathIfElseConditionParamBindingArrayValueArgs{
    													Literal:   pulumi.String("string"),
    													Reference: pulumi.String("string"),
    												},
    											},
    											Value: &incident.EscalationPathPathIfElseElsePathIfElseConditionParamBindingValueArgs{
    												Literal:   pulumi.String("string"),
    												Reference: pulumi.String("string"),
    											},
    										},
    									},
    									Subject: pulumi.String("string"),
    								},
    							},
    							ThenPaths: incident.EscalationPathPathIfElseElsePathIfElseThenPathArray{
    								&incident.EscalationPathPathIfElseElsePathIfElseThenPathArgs{
    									Type: pulumi.String("string"),
    									Id:   pulumi.String("string"),
    									IfElse: &incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseArgs{
    										Conditions: incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionArray{
    											&incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionArgs{
    												Operation: pulumi.String("string"),
    												ParamBindings: incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArray{
    													&incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArgs{
    														ArrayValues: incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArrayValueArray{
    															&incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArrayValueArgs{
    																Literal:   pulumi.String("string"),
    																Reference: pulumi.String("string"),
    															},
    														},
    														Value: &incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingValueArgs{
    															Literal:   pulumi.String("string"),
    															Reference: pulumi.String("string"),
    														},
    													},
    												},
    												Subject: pulumi.String("string"),
    											},
    										},
    										ThenPaths: incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathArray{
    											&incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathArgs{
    												Type: pulumi.String("string"),
    												Id:   pulumi.String("string"),
    												Level: &incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelArgs{
    													Targets: incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTargetArray{
    														&incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTargetArgs{
    															Id:           pulumi.String("string"),
    															Type:         pulumi.String("string"),
    															Urgency:      pulumi.String("string"),
    															ScheduleMode: pulumi.String("string"),
    														},
    													},
    													RoundRobinConfig: &incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfigArgs{
    														Enabled:            pulumi.Bool(false),
    														RotateAfterSeconds: pulumi.Float64(0),
    													},
    													TimeToAckIntervalCondition:       pulumi.String("string"),
    													TimeToAckSeconds:                 pulumi.Float64(0),
    													TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    												},
    												NotifyChannel: &incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelArgs{
    													Targets: incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTargetArray{
    														&incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTargetArgs{
    															Id:           pulumi.String("string"),
    															Type:         pulumi.String("string"),
    															Urgency:      pulumi.String("string"),
    															ScheduleMode: pulumi.String("string"),
    														},
    													},
    													TimeToAckIntervalCondition:       pulumi.String("string"),
    													TimeToAckSeconds:                 pulumi.Float64(0),
    													TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    												},
    												Repeat: &incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathRepeatArgs{
    													RepeatTimes: pulumi.Float64(0),
    													ToNode:      pulumi.String("string"),
    												},
    											},
    										},
    										ElsePaths: incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathArray{
    											&incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathArgs{
    												Type: pulumi.String("string"),
    												Id:   pulumi.String("string"),
    												Level: &incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelArgs{
    													Targets: incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTargetArray{
    														&incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTargetArgs{
    															Id:           pulumi.String("string"),
    															Type:         pulumi.String("string"),
    															Urgency:      pulumi.String("string"),
    															ScheduleMode: pulumi.String("string"),
    														},
    													},
    													RoundRobinConfig: &incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfigArgs{
    														Enabled:            pulumi.Bool(false),
    														RotateAfterSeconds: pulumi.Float64(0),
    													},
    													TimeToAckIntervalCondition:       pulumi.String("string"),
    													TimeToAckSeconds:                 pulumi.Float64(0),
    													TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    												},
    												NotifyChannel: &incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelArgs{
    													Targets: incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTargetArray{
    														&incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTargetArgs{
    															Id:           pulumi.String("string"),
    															Type:         pulumi.String("string"),
    															Urgency:      pulumi.String("string"),
    															ScheduleMode: pulumi.String("string"),
    														},
    													},
    													TimeToAckIntervalCondition:       pulumi.String("string"),
    													TimeToAckSeconds:                 pulumi.Float64(0),
    													TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    												},
    												Repeat: &incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathRepeatArgs{
    													RepeatTimes: pulumi.Float64(0),
    													ToNode:      pulumi.String("string"),
    												},
    											},
    										},
    									},
    									Level: &incident.EscalationPathPathIfElseElsePathIfElseThenPathLevelArgs{
    										Targets: incident.EscalationPathPathIfElseElsePathIfElseThenPathLevelTargetArray{
    											&incident.EscalationPathPathIfElseElsePathIfElseThenPathLevelTargetArgs{
    												Id:           pulumi.String("string"),
    												Type:         pulumi.String("string"),
    												Urgency:      pulumi.String("string"),
    												ScheduleMode: pulumi.String("string"),
    											},
    										},
    										RoundRobinConfig: &incident.EscalationPathPathIfElseElsePathIfElseThenPathLevelRoundRobinConfigArgs{
    											Enabled:            pulumi.Bool(false),
    											RotateAfterSeconds: pulumi.Float64(0),
    										},
    										TimeToAckIntervalCondition:       pulumi.String("string"),
    										TimeToAckSeconds:                 pulumi.Float64(0),
    										TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    									},
    									NotifyChannel: &incident.EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannelArgs{
    										Targets: incident.EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannelTargetArray{
    											&incident.EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannelTargetArgs{
    												Id:           pulumi.String("string"),
    												Type:         pulumi.String("string"),
    												Urgency:      pulumi.String("string"),
    												ScheduleMode: pulumi.String("string"),
    											},
    										},
    										TimeToAckIntervalCondition:       pulumi.String("string"),
    										TimeToAckSeconds:                 pulumi.Float64(0),
    										TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    									},
    									Repeat: &incident.EscalationPathPathIfElseElsePathIfElseThenPathRepeatArgs{
    										RepeatTimes: pulumi.Float64(0),
    										ToNode:      pulumi.String("string"),
    									},
    								},
    							},
    							ElsePaths: incident.EscalationPathPathIfElseElsePathIfElseElsePathArray{
    								&incident.EscalationPathPathIfElseElsePathIfElseElsePathArgs{
    									Type: pulumi.String("string"),
    									Id:   pulumi.String("string"),
    									IfElse: &incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseArgs{
    										Conditions: incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionArray{
    											&incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionArgs{
    												Operation: pulumi.String("string"),
    												ParamBindings: incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArray{
    													&incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArgs{
    														ArrayValues: incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArrayValueArray{
    															&incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArrayValueArgs{
    																Literal:   pulumi.String("string"),
    																Reference: pulumi.String("string"),
    															},
    														},
    														Value: &incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingValueArgs{
    															Literal:   pulumi.String("string"),
    															Reference: pulumi.String("string"),
    														},
    													},
    												},
    												Subject: pulumi.String("string"),
    											},
    										},
    										ThenPaths: incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathArray{
    											&incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathArgs{
    												Type: pulumi.String("string"),
    												Id:   pulumi.String("string"),
    												Level: &incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelArgs{
    													Targets: incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTargetArray{
    														&incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTargetArgs{
    															Id:           pulumi.String("string"),
    															Type:         pulumi.String("string"),
    															Urgency:      pulumi.String("string"),
    															ScheduleMode: pulumi.String("string"),
    														},
    													},
    													RoundRobinConfig: &incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfigArgs{
    														Enabled:            pulumi.Bool(false),
    														RotateAfterSeconds: pulumi.Float64(0),
    													},
    													TimeToAckIntervalCondition:       pulumi.String("string"),
    													TimeToAckSeconds:                 pulumi.Float64(0),
    													TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    												},
    												NotifyChannel: &incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelArgs{
    													Targets: incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTargetArray{
    														&incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTargetArgs{
    															Id:           pulumi.String("string"),
    															Type:         pulumi.String("string"),
    															Urgency:      pulumi.String("string"),
    															ScheduleMode: pulumi.String("string"),
    														},
    													},
    													TimeToAckIntervalCondition:       pulumi.String("string"),
    													TimeToAckSeconds:                 pulumi.Float64(0),
    													TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    												},
    												Repeat: &incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathRepeatArgs{
    													RepeatTimes: pulumi.Float64(0),
    													ToNode:      pulumi.String("string"),
    												},
    											},
    										},
    										ElsePaths: incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathArray{
    											&incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathArgs{
    												Type: pulumi.String("string"),
    												Id:   pulumi.String("string"),
    												Level: &incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelArgs{
    													Targets: incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTargetArray{
    														&incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTargetArgs{
    															Id:           pulumi.String("string"),
    															Type:         pulumi.String("string"),
    															Urgency:      pulumi.String("string"),
    															ScheduleMode: pulumi.String("string"),
    														},
    													},
    													RoundRobinConfig: &incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfigArgs{
    														Enabled:            pulumi.Bool(false),
    														RotateAfterSeconds: pulumi.Float64(0),
    													},
    													TimeToAckIntervalCondition:       pulumi.String("string"),
    													TimeToAckSeconds:                 pulumi.Float64(0),
    													TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    												},
    												NotifyChannel: &incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelArgs{
    													Targets: incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTargetArray{
    														&incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTargetArgs{
    															Id:           pulumi.String("string"),
    															Type:         pulumi.String("string"),
    															Urgency:      pulumi.String("string"),
    															ScheduleMode: pulumi.String("string"),
    														},
    													},
    													TimeToAckIntervalCondition:       pulumi.String("string"),
    													TimeToAckSeconds:                 pulumi.Float64(0),
    													TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    												},
    												Repeat: &incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathRepeatArgs{
    													RepeatTimes: pulumi.Float64(0),
    													ToNode:      pulumi.String("string"),
    												},
    											},
    										},
    									},
    									Level: &incident.EscalationPathPathIfElseElsePathIfElseElsePathLevelArgs{
    										Targets: incident.EscalationPathPathIfElseElsePathIfElseElsePathLevelTargetArray{
    											&incident.EscalationPathPathIfElseElsePathIfElseElsePathLevelTargetArgs{
    												Id:           pulumi.String("string"),
    												Type:         pulumi.String("string"),
    												Urgency:      pulumi.String("string"),
    												ScheduleMode: pulumi.String("string"),
    											},
    										},
    										RoundRobinConfig: &incident.EscalationPathPathIfElseElsePathIfElseElsePathLevelRoundRobinConfigArgs{
    											Enabled:            pulumi.Bool(false),
    											RotateAfterSeconds: pulumi.Float64(0),
    										},
    										TimeToAckIntervalCondition:       pulumi.String("string"),
    										TimeToAckSeconds:                 pulumi.Float64(0),
    										TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    									},
    									NotifyChannel: &incident.EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannelArgs{
    										Targets: incident.EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannelTargetArray{
    											&incident.EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannelTargetArgs{
    												Id:           pulumi.String("string"),
    												Type:         pulumi.String("string"),
    												Urgency:      pulumi.String("string"),
    												ScheduleMode: pulumi.String("string"),
    											},
    										},
    										TimeToAckIntervalCondition:       pulumi.String("string"),
    										TimeToAckSeconds:                 pulumi.Float64(0),
    										TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    									},
    									Repeat: &incident.EscalationPathPathIfElseElsePathIfElseElsePathRepeatArgs{
    										RepeatTimes: pulumi.Float64(0),
    										ToNode:      pulumi.String("string"),
    									},
    								},
    							},
    						},
    						Level: &incident.EscalationPathPathIfElseElsePathLevelArgs{
    							Targets: incident.EscalationPathPathIfElseElsePathLevelTargetArray{
    								&incident.EscalationPathPathIfElseElsePathLevelTargetArgs{
    									Id:           pulumi.String("string"),
    									Type:         pulumi.String("string"),
    									Urgency:      pulumi.String("string"),
    									ScheduleMode: pulumi.String("string"),
    								},
    							},
    							RoundRobinConfig: &incident.EscalationPathPathIfElseElsePathLevelRoundRobinConfigArgs{
    								Enabled:            pulumi.Bool(false),
    								RotateAfterSeconds: pulumi.Float64(0),
    							},
    							TimeToAckIntervalCondition:       pulumi.String("string"),
    							TimeToAckSeconds:                 pulumi.Float64(0),
    							TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    						},
    						NotifyChannel: &incident.EscalationPathPathIfElseElsePathNotifyChannelArgs{
    							Targets: incident.EscalationPathPathIfElseElsePathNotifyChannelTargetArray{
    								&incident.EscalationPathPathIfElseElsePathNotifyChannelTargetArgs{
    									Id:           pulumi.String("string"),
    									Type:         pulumi.String("string"),
    									Urgency:      pulumi.String("string"),
    									ScheduleMode: pulumi.String("string"),
    								},
    							},
    							TimeToAckIntervalCondition:       pulumi.String("string"),
    							TimeToAckSeconds:                 pulumi.Float64(0),
    							TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    						},
    						Repeat: &incident.EscalationPathPathIfElseElsePathRepeatArgs{
    							RepeatTimes: pulumi.Float64(0),
    							ToNode:      pulumi.String("string"),
    						},
    					},
    				},
    			},
    			Level: &incident.EscalationPathPathLevelArgs{
    				Targets: incident.EscalationPathPathLevelTargetArray{
    					&incident.EscalationPathPathLevelTargetArgs{
    						Id:           pulumi.String("string"),
    						Type:         pulumi.String("string"),
    						Urgency:      pulumi.String("string"),
    						ScheduleMode: pulumi.String("string"),
    					},
    				},
    				RoundRobinConfig: &incident.EscalationPathPathLevelRoundRobinConfigArgs{
    					Enabled:            pulumi.Bool(false),
    					RotateAfterSeconds: pulumi.Float64(0),
    				},
    				TimeToAckIntervalCondition:       pulumi.String("string"),
    				TimeToAckSeconds:                 pulumi.Float64(0),
    				TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    			},
    			NotifyChannel: &incident.EscalationPathPathNotifyChannelArgs{
    				Targets: incident.EscalationPathPathNotifyChannelTargetArray{
    					&incident.EscalationPathPathNotifyChannelTargetArgs{
    						Id:           pulumi.String("string"),
    						Type:         pulumi.String("string"),
    						Urgency:      pulumi.String("string"),
    						ScheduleMode: pulumi.String("string"),
    					},
    				},
    				TimeToAckIntervalCondition:       pulumi.String("string"),
    				TimeToAckSeconds:                 pulumi.Float64(0),
    				TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    			},
    			Repeat: &incident.EscalationPathPathRepeatArgs{
    				RepeatTimes: pulumi.Float64(0),
    				ToNode:      pulumi.String("string"),
    			},
    		},
    	},
    	Name: pulumi.String("string"),
    	TeamIds: pulumi.StringArray{
    		pulumi.String("string"),
    	},
    	WorkingHours: incident.EscalationPathWorkingHourArray{
    		&incident.EscalationPathWorkingHourArgs{
    			Id:       pulumi.String("string"),
    			Name:     pulumi.String("string"),
    			Timezone: pulumi.String("string"),
    			WeekdayIntervals: incident.EscalationPathWorkingHourWeekdayIntervalArray{
    				&incident.EscalationPathWorkingHourWeekdayIntervalArgs{
    					EndTime:   pulumi.String("string"),
    					StartTime: pulumi.String("string"),
    					Weekday:   pulumi.String("string"),
    				},
    			},
    		},
    	},
    })
    
    var escalationPathResource = new EscalationPath("escalationPathResource", EscalationPathArgs.builder()
        .paths(EscalationPathPathArgs.builder()
            .type("string")
            .id("string")
            .ifElse(EscalationPathPathIfElseArgs.builder()
                .conditions(EscalationPathPathIfElseConditionArgs.builder()
                    .operation("string")
                    .paramBindings(EscalationPathPathIfElseConditionParamBindingArgs.builder()
                        .arrayValues(EscalationPathPathIfElseConditionParamBindingArrayValueArgs.builder()
                            .literal("string")
                            .reference("string")
                            .build())
                        .value(EscalationPathPathIfElseConditionParamBindingValueArgs.builder()
                            .literal("string")
                            .reference("string")
                            .build())
                        .build())
                    .subject("string")
                    .build())
                .thenPaths(EscalationPathPathIfElseThenPathArgs.builder()
                    .type("string")
                    .id("string")
                    .ifElse(EscalationPathPathIfElseThenPathIfElseArgs.builder()
                        .conditions(EscalationPathPathIfElseThenPathIfElseConditionArgs.builder()
                            .operation("string")
                            .paramBindings(EscalationPathPathIfElseThenPathIfElseConditionParamBindingArgs.builder()
                                .arrayValues(EscalationPathPathIfElseThenPathIfElseConditionParamBindingArrayValueArgs.builder()
                                    .literal("string")
                                    .reference("string")
                                    .build())
                                .value(EscalationPathPathIfElseThenPathIfElseConditionParamBindingValueArgs.builder()
                                    .literal("string")
                                    .reference("string")
                                    .build())
                                .build())
                            .subject("string")
                            .build())
                        .thenPaths(EscalationPathPathIfElseThenPathIfElseThenPathArgs.builder()
                            .type("string")
                            .id("string")
                            .ifElse(EscalationPathPathIfElseThenPathIfElseThenPathIfElseArgs.builder()
                                .conditions(EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionArgs.builder()
                                    .operation("string")
                                    .paramBindings(EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArgs.builder()
                                        .arrayValues(EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArrayValueArgs.builder()
                                            .literal("string")
                                            .reference("string")
                                            .build())
                                        .value(EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingValueArgs.builder()
                                            .literal("string")
                                            .reference("string")
                                            .build())
                                        .build())
                                    .subject("string")
                                    .build())
                                .thenPaths(EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathArgs.builder()
                                    .type("string")
                                    .id("string")
                                    .level(EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelArgs.builder()
                                        .targets(EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTargetArgs.builder()
                                            .id("string")
                                            .type("string")
                                            .urgency("string")
                                            .scheduleMode("string")
                                            .build())
                                        .roundRobinConfig(EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfigArgs.builder()
                                            .enabled(false)
                                            .rotateAfterSeconds(0)
                                            .build())
                                        .timeToAckIntervalCondition("string")
                                        .timeToAckSeconds(0)
                                        .timeToAckWeekdayIntervalConfigId("string")
                                        .build())
                                    .notifyChannel(EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelArgs.builder()
                                        .targets(EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTargetArgs.builder()
                                            .id("string")
                                            .type("string")
                                            .urgency("string")
                                            .scheduleMode("string")
                                            .build())
                                        .timeToAckIntervalCondition("string")
                                        .timeToAckSeconds(0)
                                        .timeToAckWeekdayIntervalConfigId("string")
                                        .build())
                                    .repeat(EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathRepeatArgs.builder()
                                        .repeatTimes(0)
                                        .toNode("string")
                                        .build())
                                    .build())
                                .elsePaths(EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathArgs.builder()
                                    .type("string")
                                    .id("string")
                                    .level(EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelArgs.builder()
                                        .targets(EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTargetArgs.builder()
                                            .id("string")
                                            .type("string")
                                            .urgency("string")
                                            .scheduleMode("string")
                                            .build())
                                        .roundRobinConfig(EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfigArgs.builder()
                                            .enabled(false)
                                            .rotateAfterSeconds(0)
                                            .build())
                                        .timeToAckIntervalCondition("string")
                                        .timeToAckSeconds(0)
                                        .timeToAckWeekdayIntervalConfigId("string")
                                        .build())
                                    .notifyChannel(EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelArgs.builder()
                                        .targets(EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTargetArgs.builder()
                                            .id("string")
                                            .type("string")
                                            .urgency("string")
                                            .scheduleMode("string")
                                            .build())
                                        .timeToAckIntervalCondition("string")
                                        .timeToAckSeconds(0)
                                        .timeToAckWeekdayIntervalConfigId("string")
                                        .build())
                                    .repeat(EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathRepeatArgs.builder()
                                        .repeatTimes(0)
                                        .toNode("string")
                                        .build())
                                    .build())
                                .build())
                            .level(EscalationPathPathIfElseThenPathIfElseThenPathLevelArgs.builder()
                                .targets(EscalationPathPathIfElseThenPathIfElseThenPathLevelTargetArgs.builder()
                                    .id("string")
                                    .type("string")
                                    .urgency("string")
                                    .scheduleMode("string")
                                    .build())
                                .roundRobinConfig(EscalationPathPathIfElseThenPathIfElseThenPathLevelRoundRobinConfigArgs.builder()
                                    .enabled(false)
                                    .rotateAfterSeconds(0)
                                    .build())
                                .timeToAckIntervalCondition("string")
                                .timeToAckSeconds(0)
                                .timeToAckWeekdayIntervalConfigId("string")
                                .build())
                            .notifyChannel(EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelArgs.builder()
                                .targets(EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelTargetArgs.builder()
                                    .id("string")
                                    .type("string")
                                    .urgency("string")
                                    .scheduleMode("string")
                                    .build())
                                .timeToAckIntervalCondition("string")
                                .timeToAckSeconds(0)
                                .timeToAckWeekdayIntervalConfigId("string")
                                .build())
                            .repeat(EscalationPathPathIfElseThenPathIfElseThenPathRepeatArgs.builder()
                                .repeatTimes(0)
                                .toNode("string")
                                .build())
                            .build())
                        .elsePaths(EscalationPathPathIfElseThenPathIfElseElsePathArgs.builder()
                            .type("string")
                            .id("string")
                            .ifElse(EscalationPathPathIfElseThenPathIfElseElsePathIfElseArgs.builder()
                                .conditions(EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionArgs.builder()
                                    .operation("string")
                                    .paramBindings(EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArgs.builder()
                                        .arrayValues(EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArrayValueArgs.builder()
                                            .literal("string")
                                            .reference("string")
                                            .build())
                                        .value(EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingValueArgs.builder()
                                            .literal("string")
                                            .reference("string")
                                            .build())
                                        .build())
                                    .subject("string")
                                    .build())
                                .thenPaths(EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathArgs.builder()
                                    .type("string")
                                    .id("string")
                                    .level(EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelArgs.builder()
                                        .targets(EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTargetArgs.builder()
                                            .id("string")
                                            .type("string")
                                            .urgency("string")
                                            .scheduleMode("string")
                                            .build())
                                        .roundRobinConfig(EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfigArgs.builder()
                                            .enabled(false)
                                            .rotateAfterSeconds(0)
                                            .build())
                                        .timeToAckIntervalCondition("string")
                                        .timeToAckSeconds(0)
                                        .timeToAckWeekdayIntervalConfigId("string")
                                        .build())
                                    .notifyChannel(EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelArgs.builder()
                                        .targets(EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTargetArgs.builder()
                                            .id("string")
                                            .type("string")
                                            .urgency("string")
                                            .scheduleMode("string")
                                            .build())
                                        .timeToAckIntervalCondition("string")
                                        .timeToAckSeconds(0)
                                        .timeToAckWeekdayIntervalConfigId("string")
                                        .build())
                                    .repeat(EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathRepeatArgs.builder()
                                        .repeatTimes(0)
                                        .toNode("string")
                                        .build())
                                    .build())
                                .elsePaths(EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathArgs.builder()
                                    .type("string")
                                    .id("string")
                                    .level(EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelArgs.builder()
                                        .targets(EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTargetArgs.builder()
                                            .id("string")
                                            .type("string")
                                            .urgency("string")
                                            .scheduleMode("string")
                                            .build())
                                        .roundRobinConfig(EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfigArgs.builder()
                                            .enabled(false)
                                            .rotateAfterSeconds(0)
                                            .build())
                                        .timeToAckIntervalCondition("string")
                                        .timeToAckSeconds(0)
                                        .timeToAckWeekdayIntervalConfigId("string")
                                        .build())
                                    .notifyChannel(EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelArgs.builder()
                                        .targets(EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTargetArgs.builder()
                                            .id("string")
                                            .type("string")
                                            .urgency("string")
                                            .scheduleMode("string")
                                            .build())
                                        .timeToAckIntervalCondition("string")
                                        .timeToAckSeconds(0)
                                        .timeToAckWeekdayIntervalConfigId("string")
                                        .build())
                                    .repeat(EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathRepeatArgs.builder()
                                        .repeatTimes(0)
                                        .toNode("string")
                                        .build())
                                    .build())
                                .build())
                            .level(EscalationPathPathIfElseThenPathIfElseElsePathLevelArgs.builder()
                                .targets(EscalationPathPathIfElseThenPathIfElseElsePathLevelTargetArgs.builder()
                                    .id("string")
                                    .type("string")
                                    .urgency("string")
                                    .scheduleMode("string")
                                    .build())
                                .roundRobinConfig(EscalationPathPathIfElseThenPathIfElseElsePathLevelRoundRobinConfigArgs.builder()
                                    .enabled(false)
                                    .rotateAfterSeconds(0)
                                    .build())
                                .timeToAckIntervalCondition("string")
                                .timeToAckSeconds(0)
                                .timeToAckWeekdayIntervalConfigId("string")
                                .build())
                            .notifyChannel(EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannelArgs.builder()
                                .targets(EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannelTargetArgs.builder()
                                    .id("string")
                                    .type("string")
                                    .urgency("string")
                                    .scheduleMode("string")
                                    .build())
                                .timeToAckIntervalCondition("string")
                                .timeToAckSeconds(0)
                                .timeToAckWeekdayIntervalConfigId("string")
                                .build())
                            .repeat(EscalationPathPathIfElseThenPathIfElseElsePathRepeatArgs.builder()
                                .repeatTimes(0)
                                .toNode("string")
                                .build())
                            .build())
                        .build())
                    .level(EscalationPathPathIfElseThenPathLevelArgs.builder()
                        .targets(EscalationPathPathIfElseThenPathLevelTargetArgs.builder()
                            .id("string")
                            .type("string")
                            .urgency("string")
                            .scheduleMode("string")
                            .build())
                        .roundRobinConfig(EscalationPathPathIfElseThenPathLevelRoundRobinConfigArgs.builder()
                            .enabled(false)
                            .rotateAfterSeconds(0)
                            .build())
                        .timeToAckIntervalCondition("string")
                        .timeToAckSeconds(0)
                        .timeToAckWeekdayIntervalConfigId("string")
                        .build())
                    .notifyChannel(EscalationPathPathIfElseThenPathNotifyChannelArgs.builder()
                        .targets(EscalationPathPathIfElseThenPathNotifyChannelTargetArgs.builder()
                            .id("string")
                            .type("string")
                            .urgency("string")
                            .scheduleMode("string")
                            .build())
                        .timeToAckIntervalCondition("string")
                        .timeToAckSeconds(0)
                        .timeToAckWeekdayIntervalConfigId("string")
                        .build())
                    .repeat(EscalationPathPathIfElseThenPathRepeatArgs.builder()
                        .repeatTimes(0)
                        .toNode("string")
                        .build())
                    .build())
                .elsePaths(EscalationPathPathIfElseElsePathArgs.builder()
                    .type("string")
                    .id("string")
                    .ifElse(EscalationPathPathIfElseElsePathIfElseArgs.builder()
                        .conditions(EscalationPathPathIfElseElsePathIfElseConditionArgs.builder()
                            .operation("string")
                            .paramBindings(EscalationPathPathIfElseElsePathIfElseConditionParamBindingArgs.builder()
                                .arrayValues(EscalationPathPathIfElseElsePathIfElseConditionParamBindingArrayValueArgs.builder()
                                    .literal("string")
                                    .reference("string")
                                    .build())
                                .value(EscalationPathPathIfElseElsePathIfElseConditionParamBindingValueArgs.builder()
                                    .literal("string")
                                    .reference("string")
                                    .build())
                                .build())
                            .subject("string")
                            .build())
                        .thenPaths(EscalationPathPathIfElseElsePathIfElseThenPathArgs.builder()
                            .type("string")
                            .id("string")
                            .ifElse(EscalationPathPathIfElseElsePathIfElseThenPathIfElseArgs.builder()
                                .conditions(EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionArgs.builder()
                                    .operation("string")
                                    .paramBindings(EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArgs.builder()
                                        .arrayValues(EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArrayValueArgs.builder()
                                            .literal("string")
                                            .reference("string")
                                            .build())
                                        .value(EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingValueArgs.builder()
                                            .literal("string")
                                            .reference("string")
                                            .build())
                                        .build())
                                    .subject("string")
                                    .build())
                                .thenPaths(EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathArgs.builder()
                                    .type("string")
                                    .id("string")
                                    .level(EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelArgs.builder()
                                        .targets(EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTargetArgs.builder()
                                            .id("string")
                                            .type("string")
                                            .urgency("string")
                                            .scheduleMode("string")
                                            .build())
                                        .roundRobinConfig(EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfigArgs.builder()
                                            .enabled(false)
                                            .rotateAfterSeconds(0)
                                            .build())
                                        .timeToAckIntervalCondition("string")
                                        .timeToAckSeconds(0)
                                        .timeToAckWeekdayIntervalConfigId("string")
                                        .build())
                                    .notifyChannel(EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelArgs.builder()
                                        .targets(EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTargetArgs.builder()
                                            .id("string")
                                            .type("string")
                                            .urgency("string")
                                            .scheduleMode("string")
                                            .build())
                                        .timeToAckIntervalCondition("string")
                                        .timeToAckSeconds(0)
                                        .timeToAckWeekdayIntervalConfigId("string")
                                        .build())
                                    .repeat(EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathRepeatArgs.builder()
                                        .repeatTimes(0)
                                        .toNode("string")
                                        .build())
                                    .build())
                                .elsePaths(EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathArgs.builder()
                                    .type("string")
                                    .id("string")
                                    .level(EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelArgs.builder()
                                        .targets(EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTargetArgs.builder()
                                            .id("string")
                                            .type("string")
                                            .urgency("string")
                                            .scheduleMode("string")
                                            .build())
                                        .roundRobinConfig(EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfigArgs.builder()
                                            .enabled(false)
                                            .rotateAfterSeconds(0)
                                            .build())
                                        .timeToAckIntervalCondition("string")
                                        .timeToAckSeconds(0)
                                        .timeToAckWeekdayIntervalConfigId("string")
                                        .build())
                                    .notifyChannel(EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelArgs.builder()
                                        .targets(EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTargetArgs.builder()
                                            .id("string")
                                            .type("string")
                                            .urgency("string")
                                            .scheduleMode("string")
                                            .build())
                                        .timeToAckIntervalCondition("string")
                                        .timeToAckSeconds(0)
                                        .timeToAckWeekdayIntervalConfigId("string")
                                        .build())
                                    .repeat(EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathRepeatArgs.builder()
                                        .repeatTimes(0)
                                        .toNode("string")
                                        .build())
                                    .build())
                                .build())
                            .level(EscalationPathPathIfElseElsePathIfElseThenPathLevelArgs.builder()
                                .targets(EscalationPathPathIfElseElsePathIfElseThenPathLevelTargetArgs.builder()
                                    .id("string")
                                    .type("string")
                                    .urgency("string")
                                    .scheduleMode("string")
                                    .build())
                                .roundRobinConfig(EscalationPathPathIfElseElsePathIfElseThenPathLevelRoundRobinConfigArgs.builder()
                                    .enabled(false)
                                    .rotateAfterSeconds(0)
                                    .build())
                                .timeToAckIntervalCondition("string")
                                .timeToAckSeconds(0)
                                .timeToAckWeekdayIntervalConfigId("string")
                                .build())
                            .notifyChannel(EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannelArgs.builder()
                                .targets(EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannelTargetArgs.builder()
                                    .id("string")
                                    .type("string")
                                    .urgency("string")
                                    .scheduleMode("string")
                                    .build())
                                .timeToAckIntervalCondition("string")
                                .timeToAckSeconds(0)
                                .timeToAckWeekdayIntervalConfigId("string")
                                .build())
                            .repeat(EscalationPathPathIfElseElsePathIfElseThenPathRepeatArgs.builder()
                                .repeatTimes(0)
                                .toNode("string")
                                .build())
                            .build())
                        .elsePaths(EscalationPathPathIfElseElsePathIfElseElsePathArgs.builder()
                            .type("string")
                            .id("string")
                            .ifElse(EscalationPathPathIfElseElsePathIfElseElsePathIfElseArgs.builder()
                                .conditions(EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionArgs.builder()
                                    .operation("string")
                                    .paramBindings(EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArgs.builder()
                                        .arrayValues(EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArrayValueArgs.builder()
                                            .literal("string")
                                            .reference("string")
                                            .build())
                                        .value(EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingValueArgs.builder()
                                            .literal("string")
                                            .reference("string")
                                            .build())
                                        .build())
                                    .subject("string")
                                    .build())
                                .thenPaths(EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathArgs.builder()
                                    .type("string")
                                    .id("string")
                                    .level(EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelArgs.builder()
                                        .targets(EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTargetArgs.builder()
                                            .id("string")
                                            .type("string")
                                            .urgency("string")
                                            .scheduleMode("string")
                                            .build())
                                        .roundRobinConfig(EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfigArgs.builder()
                                            .enabled(false)
                                            .rotateAfterSeconds(0)
                                            .build())
                                        .timeToAckIntervalCondition("string")
                                        .timeToAckSeconds(0)
                                        .timeToAckWeekdayIntervalConfigId("string")
                                        .build())
                                    .notifyChannel(EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelArgs.builder()
                                        .targets(EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTargetArgs.builder()
                                            .id("string")
                                            .type("string")
                                            .urgency("string")
                                            .scheduleMode("string")
                                            .build())
                                        .timeToAckIntervalCondition("string")
                                        .timeToAckSeconds(0)
                                        .timeToAckWeekdayIntervalConfigId("string")
                                        .build())
                                    .repeat(EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathRepeatArgs.builder()
                                        .repeatTimes(0)
                                        .toNode("string")
                                        .build())
                                    .build())
                                .elsePaths(EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathArgs.builder()
                                    .type("string")
                                    .id("string")
                                    .level(EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelArgs.builder()
                                        .targets(EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTargetArgs.builder()
                                            .id("string")
                                            .type("string")
                                            .urgency("string")
                                            .scheduleMode("string")
                                            .build())
                                        .roundRobinConfig(EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfigArgs.builder()
                                            .enabled(false)
                                            .rotateAfterSeconds(0)
                                            .build())
                                        .timeToAckIntervalCondition("string")
                                        .timeToAckSeconds(0)
                                        .timeToAckWeekdayIntervalConfigId("string")
                                        .build())
                                    .notifyChannel(EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelArgs.builder()
                                        .targets(EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTargetArgs.builder()
                                            .id("string")
                                            .type("string")
                                            .urgency("string")
                                            .scheduleMode("string")
                                            .build())
                                        .timeToAckIntervalCondition("string")
                                        .timeToAckSeconds(0)
                                        .timeToAckWeekdayIntervalConfigId("string")
                                        .build())
                                    .repeat(EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathRepeatArgs.builder()
                                        .repeatTimes(0)
                                        .toNode("string")
                                        .build())
                                    .build())
                                .build())
                            .level(EscalationPathPathIfElseElsePathIfElseElsePathLevelArgs.builder()
                                .targets(EscalationPathPathIfElseElsePathIfElseElsePathLevelTargetArgs.builder()
                                    .id("string")
                                    .type("string")
                                    .urgency("string")
                                    .scheduleMode("string")
                                    .build())
                                .roundRobinConfig(EscalationPathPathIfElseElsePathIfElseElsePathLevelRoundRobinConfigArgs.builder()
                                    .enabled(false)
                                    .rotateAfterSeconds(0)
                                    .build())
                                .timeToAckIntervalCondition("string")
                                .timeToAckSeconds(0)
                                .timeToAckWeekdayIntervalConfigId("string")
                                .build())
                            .notifyChannel(EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannelArgs.builder()
                                .targets(EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannelTargetArgs.builder()
                                    .id("string")
                                    .type("string")
                                    .urgency("string")
                                    .scheduleMode("string")
                                    .build())
                                .timeToAckIntervalCondition("string")
                                .timeToAckSeconds(0)
                                .timeToAckWeekdayIntervalConfigId("string")
                                .build())
                            .repeat(EscalationPathPathIfElseElsePathIfElseElsePathRepeatArgs.builder()
                                .repeatTimes(0)
                                .toNode("string")
                                .build())
                            .build())
                        .build())
                    .level(EscalationPathPathIfElseElsePathLevelArgs.builder()
                        .targets(EscalationPathPathIfElseElsePathLevelTargetArgs.builder()
                            .id("string")
                            .type("string")
                            .urgency("string")
                            .scheduleMode("string")
                            .build())
                        .roundRobinConfig(EscalationPathPathIfElseElsePathLevelRoundRobinConfigArgs.builder()
                            .enabled(false)
                            .rotateAfterSeconds(0)
                            .build())
                        .timeToAckIntervalCondition("string")
                        .timeToAckSeconds(0)
                        .timeToAckWeekdayIntervalConfigId("string")
                        .build())
                    .notifyChannel(EscalationPathPathIfElseElsePathNotifyChannelArgs.builder()
                        .targets(EscalationPathPathIfElseElsePathNotifyChannelTargetArgs.builder()
                            .id("string")
                            .type("string")
                            .urgency("string")
                            .scheduleMode("string")
                            .build())
                        .timeToAckIntervalCondition("string")
                        .timeToAckSeconds(0)
                        .timeToAckWeekdayIntervalConfigId("string")
                        .build())
                    .repeat(EscalationPathPathIfElseElsePathRepeatArgs.builder()
                        .repeatTimes(0)
                        .toNode("string")
                        .build())
                    .build())
                .build())
            .level(EscalationPathPathLevelArgs.builder()
                .targets(EscalationPathPathLevelTargetArgs.builder()
                    .id("string")
                    .type("string")
                    .urgency("string")
                    .scheduleMode("string")
                    .build())
                .roundRobinConfig(EscalationPathPathLevelRoundRobinConfigArgs.builder()
                    .enabled(false)
                    .rotateAfterSeconds(0)
                    .build())
                .timeToAckIntervalCondition("string")
                .timeToAckSeconds(0)
                .timeToAckWeekdayIntervalConfigId("string")
                .build())
            .notifyChannel(EscalationPathPathNotifyChannelArgs.builder()
                .targets(EscalationPathPathNotifyChannelTargetArgs.builder()
                    .id("string")
                    .type("string")
                    .urgency("string")
                    .scheduleMode("string")
                    .build())
                .timeToAckIntervalCondition("string")
                .timeToAckSeconds(0)
                .timeToAckWeekdayIntervalConfigId("string")
                .build())
            .repeat(EscalationPathPathRepeatArgs.builder()
                .repeatTimes(0)
                .toNode("string")
                .build())
            .build())
        .name("string")
        .teamIds("string")
        .workingHours(EscalationPathWorkingHourArgs.builder()
            .id("string")
            .name("string")
            .timezone("string")
            .weekdayIntervals(EscalationPathWorkingHourWeekdayIntervalArgs.builder()
                .endTime("string")
                .startTime("string")
                .weekday("string")
                .build())
            .build())
        .build());
    
    escalation_path_resource = incident.EscalationPath("escalationPathResource",
        paths=[{
            "type": "string",
            "id": "string",
            "if_else": {
                "conditions": [{
                    "operation": "string",
                    "param_bindings": [{
                        "array_values": [{
                            "literal": "string",
                            "reference": "string",
                        }],
                        "value": {
                            "literal": "string",
                            "reference": "string",
                        },
                    }],
                    "subject": "string",
                }],
                "then_paths": [{
                    "type": "string",
                    "id": "string",
                    "if_else": {
                        "conditions": [{
                            "operation": "string",
                            "param_bindings": [{
                                "array_values": [{
                                    "literal": "string",
                                    "reference": "string",
                                }],
                                "value": {
                                    "literal": "string",
                                    "reference": "string",
                                },
                            }],
                            "subject": "string",
                        }],
                        "then_paths": [{
                            "type": "string",
                            "id": "string",
                            "if_else": {
                                "conditions": [{
                                    "operation": "string",
                                    "param_bindings": [{
                                        "array_values": [{
                                            "literal": "string",
                                            "reference": "string",
                                        }],
                                        "value": {
                                            "literal": "string",
                                            "reference": "string",
                                        },
                                    }],
                                    "subject": "string",
                                }],
                                "then_paths": [{
                                    "type": "string",
                                    "id": "string",
                                    "level": {
                                        "targets": [{
                                            "id": "string",
                                            "type": "string",
                                            "urgency": "string",
                                            "schedule_mode": "string",
                                        }],
                                        "round_robin_config": {
                                            "enabled": False,
                                            "rotate_after_seconds": 0,
                                        },
                                        "time_to_ack_interval_condition": "string",
                                        "time_to_ack_seconds": 0,
                                        "time_to_ack_weekday_interval_config_id": "string",
                                    },
                                    "notify_channel": {
                                        "targets": [{
                                            "id": "string",
                                            "type": "string",
                                            "urgency": "string",
                                            "schedule_mode": "string",
                                        }],
                                        "time_to_ack_interval_condition": "string",
                                        "time_to_ack_seconds": 0,
                                        "time_to_ack_weekday_interval_config_id": "string",
                                    },
                                    "repeat": {
                                        "repeat_times": 0,
                                        "to_node": "string",
                                    },
                                }],
                                "else_paths": [{
                                    "type": "string",
                                    "id": "string",
                                    "level": {
                                        "targets": [{
                                            "id": "string",
                                            "type": "string",
                                            "urgency": "string",
                                            "schedule_mode": "string",
                                        }],
                                        "round_robin_config": {
                                            "enabled": False,
                                            "rotate_after_seconds": 0,
                                        },
                                        "time_to_ack_interval_condition": "string",
                                        "time_to_ack_seconds": 0,
                                        "time_to_ack_weekday_interval_config_id": "string",
                                    },
                                    "notify_channel": {
                                        "targets": [{
                                            "id": "string",
                                            "type": "string",
                                            "urgency": "string",
                                            "schedule_mode": "string",
                                        }],
                                        "time_to_ack_interval_condition": "string",
                                        "time_to_ack_seconds": 0,
                                        "time_to_ack_weekday_interval_config_id": "string",
                                    },
                                    "repeat": {
                                        "repeat_times": 0,
                                        "to_node": "string",
                                    },
                                }],
                            },
                            "level": {
                                "targets": [{
                                    "id": "string",
                                    "type": "string",
                                    "urgency": "string",
                                    "schedule_mode": "string",
                                }],
                                "round_robin_config": {
                                    "enabled": False,
                                    "rotate_after_seconds": 0,
                                },
                                "time_to_ack_interval_condition": "string",
                                "time_to_ack_seconds": 0,
                                "time_to_ack_weekday_interval_config_id": "string",
                            },
                            "notify_channel": {
                                "targets": [{
                                    "id": "string",
                                    "type": "string",
                                    "urgency": "string",
                                    "schedule_mode": "string",
                                }],
                                "time_to_ack_interval_condition": "string",
                                "time_to_ack_seconds": 0,
                                "time_to_ack_weekday_interval_config_id": "string",
                            },
                            "repeat": {
                                "repeat_times": 0,
                                "to_node": "string",
                            },
                        }],
                        "else_paths": [{
                            "type": "string",
                            "id": "string",
                            "if_else": {
                                "conditions": [{
                                    "operation": "string",
                                    "param_bindings": [{
                                        "array_values": [{
                                            "literal": "string",
                                            "reference": "string",
                                        }],
                                        "value": {
                                            "literal": "string",
                                            "reference": "string",
                                        },
                                    }],
                                    "subject": "string",
                                }],
                                "then_paths": [{
                                    "type": "string",
                                    "id": "string",
                                    "level": {
                                        "targets": [{
                                            "id": "string",
                                            "type": "string",
                                            "urgency": "string",
                                            "schedule_mode": "string",
                                        }],
                                        "round_robin_config": {
                                            "enabled": False,
                                            "rotate_after_seconds": 0,
                                        },
                                        "time_to_ack_interval_condition": "string",
                                        "time_to_ack_seconds": 0,
                                        "time_to_ack_weekday_interval_config_id": "string",
                                    },
                                    "notify_channel": {
                                        "targets": [{
                                            "id": "string",
                                            "type": "string",
                                            "urgency": "string",
                                            "schedule_mode": "string",
                                        }],
                                        "time_to_ack_interval_condition": "string",
                                        "time_to_ack_seconds": 0,
                                        "time_to_ack_weekday_interval_config_id": "string",
                                    },
                                    "repeat": {
                                        "repeat_times": 0,
                                        "to_node": "string",
                                    },
                                }],
                                "else_paths": [{
                                    "type": "string",
                                    "id": "string",
                                    "level": {
                                        "targets": [{
                                            "id": "string",
                                            "type": "string",
                                            "urgency": "string",
                                            "schedule_mode": "string",
                                        }],
                                        "round_robin_config": {
                                            "enabled": False,
                                            "rotate_after_seconds": 0,
                                        },
                                        "time_to_ack_interval_condition": "string",
                                        "time_to_ack_seconds": 0,
                                        "time_to_ack_weekday_interval_config_id": "string",
                                    },
                                    "notify_channel": {
                                        "targets": [{
                                            "id": "string",
                                            "type": "string",
                                            "urgency": "string",
                                            "schedule_mode": "string",
                                        }],
                                        "time_to_ack_interval_condition": "string",
                                        "time_to_ack_seconds": 0,
                                        "time_to_ack_weekday_interval_config_id": "string",
                                    },
                                    "repeat": {
                                        "repeat_times": 0,
                                        "to_node": "string",
                                    },
                                }],
                            },
                            "level": {
                                "targets": [{
                                    "id": "string",
                                    "type": "string",
                                    "urgency": "string",
                                    "schedule_mode": "string",
                                }],
                                "round_robin_config": {
                                    "enabled": False,
                                    "rotate_after_seconds": 0,
                                },
                                "time_to_ack_interval_condition": "string",
                                "time_to_ack_seconds": 0,
                                "time_to_ack_weekday_interval_config_id": "string",
                            },
                            "notify_channel": {
                                "targets": [{
                                    "id": "string",
                                    "type": "string",
                                    "urgency": "string",
                                    "schedule_mode": "string",
                                }],
                                "time_to_ack_interval_condition": "string",
                                "time_to_ack_seconds": 0,
                                "time_to_ack_weekday_interval_config_id": "string",
                            },
                            "repeat": {
                                "repeat_times": 0,
                                "to_node": "string",
                            },
                        }],
                    },
                    "level": {
                        "targets": [{
                            "id": "string",
                            "type": "string",
                            "urgency": "string",
                            "schedule_mode": "string",
                        }],
                        "round_robin_config": {
                            "enabled": False,
                            "rotate_after_seconds": 0,
                        },
                        "time_to_ack_interval_condition": "string",
                        "time_to_ack_seconds": 0,
                        "time_to_ack_weekday_interval_config_id": "string",
                    },
                    "notify_channel": {
                        "targets": [{
                            "id": "string",
                            "type": "string",
                            "urgency": "string",
                            "schedule_mode": "string",
                        }],
                        "time_to_ack_interval_condition": "string",
                        "time_to_ack_seconds": 0,
                        "time_to_ack_weekday_interval_config_id": "string",
                    },
                    "repeat": {
                        "repeat_times": 0,
                        "to_node": "string",
                    },
                }],
                "else_paths": [{
                    "type": "string",
                    "id": "string",
                    "if_else": {
                        "conditions": [{
                            "operation": "string",
                            "param_bindings": [{
                                "array_values": [{
                                    "literal": "string",
                                    "reference": "string",
                                }],
                                "value": {
                                    "literal": "string",
                                    "reference": "string",
                                },
                            }],
                            "subject": "string",
                        }],
                        "then_paths": [{
                            "type": "string",
                            "id": "string",
                            "if_else": {
                                "conditions": [{
                                    "operation": "string",
                                    "param_bindings": [{
                                        "array_values": [{
                                            "literal": "string",
                                            "reference": "string",
                                        }],
                                        "value": {
                                            "literal": "string",
                                            "reference": "string",
                                        },
                                    }],
                                    "subject": "string",
                                }],
                                "then_paths": [{
                                    "type": "string",
                                    "id": "string",
                                    "level": {
                                        "targets": [{
                                            "id": "string",
                                            "type": "string",
                                            "urgency": "string",
                                            "schedule_mode": "string",
                                        }],
                                        "round_robin_config": {
                                            "enabled": False,
                                            "rotate_after_seconds": 0,
                                        },
                                        "time_to_ack_interval_condition": "string",
                                        "time_to_ack_seconds": 0,
                                        "time_to_ack_weekday_interval_config_id": "string",
                                    },
                                    "notify_channel": {
                                        "targets": [{
                                            "id": "string",
                                            "type": "string",
                                            "urgency": "string",
                                            "schedule_mode": "string",
                                        }],
                                        "time_to_ack_interval_condition": "string",
                                        "time_to_ack_seconds": 0,
                                        "time_to_ack_weekday_interval_config_id": "string",
                                    },
                                    "repeat": {
                                        "repeat_times": 0,
                                        "to_node": "string",
                                    },
                                }],
                                "else_paths": [{
                                    "type": "string",
                                    "id": "string",
                                    "level": {
                                        "targets": [{
                                            "id": "string",
                                            "type": "string",
                                            "urgency": "string",
                                            "schedule_mode": "string",
                                        }],
                                        "round_robin_config": {
                                            "enabled": False,
                                            "rotate_after_seconds": 0,
                                        },
                                        "time_to_ack_interval_condition": "string",
                                        "time_to_ack_seconds": 0,
                                        "time_to_ack_weekday_interval_config_id": "string",
                                    },
                                    "notify_channel": {
                                        "targets": [{
                                            "id": "string",
                                            "type": "string",
                                            "urgency": "string",
                                            "schedule_mode": "string",
                                        }],
                                        "time_to_ack_interval_condition": "string",
                                        "time_to_ack_seconds": 0,
                                        "time_to_ack_weekday_interval_config_id": "string",
                                    },
                                    "repeat": {
                                        "repeat_times": 0,
                                        "to_node": "string",
                                    },
                                }],
                            },
                            "level": {
                                "targets": [{
                                    "id": "string",
                                    "type": "string",
                                    "urgency": "string",
                                    "schedule_mode": "string",
                                }],
                                "round_robin_config": {
                                    "enabled": False,
                                    "rotate_after_seconds": 0,
                                },
                                "time_to_ack_interval_condition": "string",
                                "time_to_ack_seconds": 0,
                                "time_to_ack_weekday_interval_config_id": "string",
                            },
                            "notify_channel": {
                                "targets": [{
                                    "id": "string",
                                    "type": "string",
                                    "urgency": "string",
                                    "schedule_mode": "string",
                                }],
                                "time_to_ack_interval_condition": "string",
                                "time_to_ack_seconds": 0,
                                "time_to_ack_weekday_interval_config_id": "string",
                            },
                            "repeat": {
                                "repeat_times": 0,
                                "to_node": "string",
                            },
                        }],
                        "else_paths": [{
                            "type": "string",
                            "id": "string",
                            "if_else": {
                                "conditions": [{
                                    "operation": "string",
                                    "param_bindings": [{
                                        "array_values": [{
                                            "literal": "string",
                                            "reference": "string",
                                        }],
                                        "value": {
                                            "literal": "string",
                                            "reference": "string",
                                        },
                                    }],
                                    "subject": "string",
                                }],
                                "then_paths": [{
                                    "type": "string",
                                    "id": "string",
                                    "level": {
                                        "targets": [{
                                            "id": "string",
                                            "type": "string",
                                            "urgency": "string",
                                            "schedule_mode": "string",
                                        }],
                                        "round_robin_config": {
                                            "enabled": False,
                                            "rotate_after_seconds": 0,
                                        },
                                        "time_to_ack_interval_condition": "string",
                                        "time_to_ack_seconds": 0,
                                        "time_to_ack_weekday_interval_config_id": "string",
                                    },
                                    "notify_channel": {
                                        "targets": [{
                                            "id": "string",
                                            "type": "string",
                                            "urgency": "string",
                                            "schedule_mode": "string",
                                        }],
                                        "time_to_ack_interval_condition": "string",
                                        "time_to_ack_seconds": 0,
                                        "time_to_ack_weekday_interval_config_id": "string",
                                    },
                                    "repeat": {
                                        "repeat_times": 0,
                                        "to_node": "string",
                                    },
                                }],
                                "else_paths": [{
                                    "type": "string",
                                    "id": "string",
                                    "level": {
                                        "targets": [{
                                            "id": "string",
                                            "type": "string",
                                            "urgency": "string",
                                            "schedule_mode": "string",
                                        }],
                                        "round_robin_config": {
                                            "enabled": False,
                                            "rotate_after_seconds": 0,
                                        },
                                        "time_to_ack_interval_condition": "string",
                                        "time_to_ack_seconds": 0,
                                        "time_to_ack_weekday_interval_config_id": "string",
                                    },
                                    "notify_channel": {
                                        "targets": [{
                                            "id": "string",
                                            "type": "string",
                                            "urgency": "string",
                                            "schedule_mode": "string",
                                        }],
                                        "time_to_ack_interval_condition": "string",
                                        "time_to_ack_seconds": 0,
                                        "time_to_ack_weekday_interval_config_id": "string",
                                    },
                                    "repeat": {
                                        "repeat_times": 0,
                                        "to_node": "string",
                                    },
                                }],
                            },
                            "level": {
                                "targets": [{
                                    "id": "string",
                                    "type": "string",
                                    "urgency": "string",
                                    "schedule_mode": "string",
                                }],
                                "round_robin_config": {
                                    "enabled": False,
                                    "rotate_after_seconds": 0,
                                },
                                "time_to_ack_interval_condition": "string",
                                "time_to_ack_seconds": 0,
                                "time_to_ack_weekday_interval_config_id": "string",
                            },
                            "notify_channel": {
                                "targets": [{
                                    "id": "string",
                                    "type": "string",
                                    "urgency": "string",
                                    "schedule_mode": "string",
                                }],
                                "time_to_ack_interval_condition": "string",
                                "time_to_ack_seconds": 0,
                                "time_to_ack_weekday_interval_config_id": "string",
                            },
                            "repeat": {
                                "repeat_times": 0,
                                "to_node": "string",
                            },
                        }],
                    },
                    "level": {
                        "targets": [{
                            "id": "string",
                            "type": "string",
                            "urgency": "string",
                            "schedule_mode": "string",
                        }],
                        "round_robin_config": {
                            "enabled": False,
                            "rotate_after_seconds": 0,
                        },
                        "time_to_ack_interval_condition": "string",
                        "time_to_ack_seconds": 0,
                        "time_to_ack_weekday_interval_config_id": "string",
                    },
                    "notify_channel": {
                        "targets": [{
                            "id": "string",
                            "type": "string",
                            "urgency": "string",
                            "schedule_mode": "string",
                        }],
                        "time_to_ack_interval_condition": "string",
                        "time_to_ack_seconds": 0,
                        "time_to_ack_weekday_interval_config_id": "string",
                    },
                    "repeat": {
                        "repeat_times": 0,
                        "to_node": "string",
                    },
                }],
            },
            "level": {
                "targets": [{
                    "id": "string",
                    "type": "string",
                    "urgency": "string",
                    "schedule_mode": "string",
                }],
                "round_robin_config": {
                    "enabled": False,
                    "rotate_after_seconds": 0,
                },
                "time_to_ack_interval_condition": "string",
                "time_to_ack_seconds": 0,
                "time_to_ack_weekday_interval_config_id": "string",
            },
            "notify_channel": {
                "targets": [{
                    "id": "string",
                    "type": "string",
                    "urgency": "string",
                    "schedule_mode": "string",
                }],
                "time_to_ack_interval_condition": "string",
                "time_to_ack_seconds": 0,
                "time_to_ack_weekday_interval_config_id": "string",
            },
            "repeat": {
                "repeat_times": 0,
                "to_node": "string",
            },
        }],
        name="string",
        team_ids=["string"],
        working_hours=[{
            "id": "string",
            "name": "string",
            "timezone": "string",
            "weekday_intervals": [{
                "end_time": "string",
                "start_time": "string",
                "weekday": "string",
            }],
        }])
    
    const escalationPathResource = new incident.EscalationPath("escalationPathResource", {
        paths: [{
            type: "string",
            id: "string",
            ifElse: {
                conditions: [{
                    operation: "string",
                    paramBindings: [{
                        arrayValues: [{
                            literal: "string",
                            reference: "string",
                        }],
                        value: {
                            literal: "string",
                            reference: "string",
                        },
                    }],
                    subject: "string",
                }],
                thenPaths: [{
                    type: "string",
                    id: "string",
                    ifElse: {
                        conditions: [{
                            operation: "string",
                            paramBindings: [{
                                arrayValues: [{
                                    literal: "string",
                                    reference: "string",
                                }],
                                value: {
                                    literal: "string",
                                    reference: "string",
                                },
                            }],
                            subject: "string",
                        }],
                        thenPaths: [{
                            type: "string",
                            id: "string",
                            ifElse: {
                                conditions: [{
                                    operation: "string",
                                    paramBindings: [{
                                        arrayValues: [{
                                            literal: "string",
                                            reference: "string",
                                        }],
                                        value: {
                                            literal: "string",
                                            reference: "string",
                                        },
                                    }],
                                    subject: "string",
                                }],
                                thenPaths: [{
                                    type: "string",
                                    id: "string",
                                    level: {
                                        targets: [{
                                            id: "string",
                                            type: "string",
                                            urgency: "string",
                                            scheduleMode: "string",
                                        }],
                                        roundRobinConfig: {
                                            enabled: false,
                                            rotateAfterSeconds: 0,
                                        },
                                        timeToAckIntervalCondition: "string",
                                        timeToAckSeconds: 0,
                                        timeToAckWeekdayIntervalConfigId: "string",
                                    },
                                    notifyChannel: {
                                        targets: [{
                                            id: "string",
                                            type: "string",
                                            urgency: "string",
                                            scheduleMode: "string",
                                        }],
                                        timeToAckIntervalCondition: "string",
                                        timeToAckSeconds: 0,
                                        timeToAckWeekdayIntervalConfigId: "string",
                                    },
                                    repeat: {
                                        repeatTimes: 0,
                                        toNode: "string",
                                    },
                                }],
                                elsePaths: [{
                                    type: "string",
                                    id: "string",
                                    level: {
                                        targets: [{
                                            id: "string",
                                            type: "string",
                                            urgency: "string",
                                            scheduleMode: "string",
                                        }],
                                        roundRobinConfig: {
                                            enabled: false,
                                            rotateAfterSeconds: 0,
                                        },
                                        timeToAckIntervalCondition: "string",
                                        timeToAckSeconds: 0,
                                        timeToAckWeekdayIntervalConfigId: "string",
                                    },
                                    notifyChannel: {
                                        targets: [{
                                            id: "string",
                                            type: "string",
                                            urgency: "string",
                                            scheduleMode: "string",
                                        }],
                                        timeToAckIntervalCondition: "string",
                                        timeToAckSeconds: 0,
                                        timeToAckWeekdayIntervalConfigId: "string",
                                    },
                                    repeat: {
                                        repeatTimes: 0,
                                        toNode: "string",
                                    },
                                }],
                            },
                            level: {
                                targets: [{
                                    id: "string",
                                    type: "string",
                                    urgency: "string",
                                    scheduleMode: "string",
                                }],
                                roundRobinConfig: {
                                    enabled: false,
                                    rotateAfterSeconds: 0,
                                },
                                timeToAckIntervalCondition: "string",
                                timeToAckSeconds: 0,
                                timeToAckWeekdayIntervalConfigId: "string",
                            },
                            notifyChannel: {
                                targets: [{
                                    id: "string",
                                    type: "string",
                                    urgency: "string",
                                    scheduleMode: "string",
                                }],
                                timeToAckIntervalCondition: "string",
                                timeToAckSeconds: 0,
                                timeToAckWeekdayIntervalConfigId: "string",
                            },
                            repeat: {
                                repeatTimes: 0,
                                toNode: "string",
                            },
                        }],
                        elsePaths: [{
                            type: "string",
                            id: "string",
                            ifElse: {
                                conditions: [{
                                    operation: "string",
                                    paramBindings: [{
                                        arrayValues: [{
                                            literal: "string",
                                            reference: "string",
                                        }],
                                        value: {
                                            literal: "string",
                                            reference: "string",
                                        },
                                    }],
                                    subject: "string",
                                }],
                                thenPaths: [{
                                    type: "string",
                                    id: "string",
                                    level: {
                                        targets: [{
                                            id: "string",
                                            type: "string",
                                            urgency: "string",
                                            scheduleMode: "string",
                                        }],
                                        roundRobinConfig: {
                                            enabled: false,
                                            rotateAfterSeconds: 0,
                                        },
                                        timeToAckIntervalCondition: "string",
                                        timeToAckSeconds: 0,
                                        timeToAckWeekdayIntervalConfigId: "string",
                                    },
                                    notifyChannel: {
                                        targets: [{
                                            id: "string",
                                            type: "string",
                                            urgency: "string",
                                            scheduleMode: "string",
                                        }],
                                        timeToAckIntervalCondition: "string",
                                        timeToAckSeconds: 0,
                                        timeToAckWeekdayIntervalConfigId: "string",
                                    },
                                    repeat: {
                                        repeatTimes: 0,
                                        toNode: "string",
                                    },
                                }],
                                elsePaths: [{
                                    type: "string",
                                    id: "string",
                                    level: {
                                        targets: [{
                                            id: "string",
                                            type: "string",
                                            urgency: "string",
                                            scheduleMode: "string",
                                        }],
                                        roundRobinConfig: {
                                            enabled: false,
                                            rotateAfterSeconds: 0,
                                        },
                                        timeToAckIntervalCondition: "string",
                                        timeToAckSeconds: 0,
                                        timeToAckWeekdayIntervalConfigId: "string",
                                    },
                                    notifyChannel: {
                                        targets: [{
                                            id: "string",
                                            type: "string",
                                            urgency: "string",
                                            scheduleMode: "string",
                                        }],
                                        timeToAckIntervalCondition: "string",
                                        timeToAckSeconds: 0,
                                        timeToAckWeekdayIntervalConfigId: "string",
                                    },
                                    repeat: {
                                        repeatTimes: 0,
                                        toNode: "string",
                                    },
                                }],
                            },
                            level: {
                                targets: [{
                                    id: "string",
                                    type: "string",
                                    urgency: "string",
                                    scheduleMode: "string",
                                }],
                                roundRobinConfig: {
                                    enabled: false,
                                    rotateAfterSeconds: 0,
                                },
                                timeToAckIntervalCondition: "string",
                                timeToAckSeconds: 0,
                                timeToAckWeekdayIntervalConfigId: "string",
                            },
                            notifyChannel: {
                                targets: [{
                                    id: "string",
                                    type: "string",
                                    urgency: "string",
                                    scheduleMode: "string",
                                }],
                                timeToAckIntervalCondition: "string",
                                timeToAckSeconds: 0,
                                timeToAckWeekdayIntervalConfigId: "string",
                            },
                            repeat: {
                                repeatTimes: 0,
                                toNode: "string",
                            },
                        }],
                    },
                    level: {
                        targets: [{
                            id: "string",
                            type: "string",
                            urgency: "string",
                            scheduleMode: "string",
                        }],
                        roundRobinConfig: {
                            enabled: false,
                            rotateAfterSeconds: 0,
                        },
                        timeToAckIntervalCondition: "string",
                        timeToAckSeconds: 0,
                        timeToAckWeekdayIntervalConfigId: "string",
                    },
                    notifyChannel: {
                        targets: [{
                            id: "string",
                            type: "string",
                            urgency: "string",
                            scheduleMode: "string",
                        }],
                        timeToAckIntervalCondition: "string",
                        timeToAckSeconds: 0,
                        timeToAckWeekdayIntervalConfigId: "string",
                    },
                    repeat: {
                        repeatTimes: 0,
                        toNode: "string",
                    },
                }],
                elsePaths: [{
                    type: "string",
                    id: "string",
                    ifElse: {
                        conditions: [{
                            operation: "string",
                            paramBindings: [{
                                arrayValues: [{
                                    literal: "string",
                                    reference: "string",
                                }],
                                value: {
                                    literal: "string",
                                    reference: "string",
                                },
                            }],
                            subject: "string",
                        }],
                        thenPaths: [{
                            type: "string",
                            id: "string",
                            ifElse: {
                                conditions: [{
                                    operation: "string",
                                    paramBindings: [{
                                        arrayValues: [{
                                            literal: "string",
                                            reference: "string",
                                        }],
                                        value: {
                                            literal: "string",
                                            reference: "string",
                                        },
                                    }],
                                    subject: "string",
                                }],
                                thenPaths: [{
                                    type: "string",
                                    id: "string",
                                    level: {
                                        targets: [{
                                            id: "string",
                                            type: "string",
                                            urgency: "string",
                                            scheduleMode: "string",
                                        }],
                                        roundRobinConfig: {
                                            enabled: false,
                                            rotateAfterSeconds: 0,
                                        },
                                        timeToAckIntervalCondition: "string",
                                        timeToAckSeconds: 0,
                                        timeToAckWeekdayIntervalConfigId: "string",
                                    },
                                    notifyChannel: {
                                        targets: [{
                                            id: "string",
                                            type: "string",
                                            urgency: "string",
                                            scheduleMode: "string",
                                        }],
                                        timeToAckIntervalCondition: "string",
                                        timeToAckSeconds: 0,
                                        timeToAckWeekdayIntervalConfigId: "string",
                                    },
                                    repeat: {
                                        repeatTimes: 0,
                                        toNode: "string",
                                    },
                                }],
                                elsePaths: [{
                                    type: "string",
                                    id: "string",
                                    level: {
                                        targets: [{
                                            id: "string",
                                            type: "string",
                                            urgency: "string",
                                            scheduleMode: "string",
                                        }],
                                        roundRobinConfig: {
                                            enabled: false,
                                            rotateAfterSeconds: 0,
                                        },
                                        timeToAckIntervalCondition: "string",
                                        timeToAckSeconds: 0,
                                        timeToAckWeekdayIntervalConfigId: "string",
                                    },
                                    notifyChannel: {
                                        targets: [{
                                            id: "string",
                                            type: "string",
                                            urgency: "string",
                                            scheduleMode: "string",
                                        }],
                                        timeToAckIntervalCondition: "string",
                                        timeToAckSeconds: 0,
                                        timeToAckWeekdayIntervalConfigId: "string",
                                    },
                                    repeat: {
                                        repeatTimes: 0,
                                        toNode: "string",
                                    },
                                }],
                            },
                            level: {
                                targets: [{
                                    id: "string",
                                    type: "string",
                                    urgency: "string",
                                    scheduleMode: "string",
                                }],
                                roundRobinConfig: {
                                    enabled: false,
                                    rotateAfterSeconds: 0,
                                },
                                timeToAckIntervalCondition: "string",
                                timeToAckSeconds: 0,
                                timeToAckWeekdayIntervalConfigId: "string",
                            },
                            notifyChannel: {
                                targets: [{
                                    id: "string",
                                    type: "string",
                                    urgency: "string",
                                    scheduleMode: "string",
                                }],
                                timeToAckIntervalCondition: "string",
                                timeToAckSeconds: 0,
                                timeToAckWeekdayIntervalConfigId: "string",
                            },
                            repeat: {
                                repeatTimes: 0,
                                toNode: "string",
                            },
                        }],
                        elsePaths: [{
                            type: "string",
                            id: "string",
                            ifElse: {
                                conditions: [{
                                    operation: "string",
                                    paramBindings: [{
                                        arrayValues: [{
                                            literal: "string",
                                            reference: "string",
                                        }],
                                        value: {
                                            literal: "string",
                                            reference: "string",
                                        },
                                    }],
                                    subject: "string",
                                }],
                                thenPaths: [{
                                    type: "string",
                                    id: "string",
                                    level: {
                                        targets: [{
                                            id: "string",
                                            type: "string",
                                            urgency: "string",
                                            scheduleMode: "string",
                                        }],
                                        roundRobinConfig: {
                                            enabled: false,
                                            rotateAfterSeconds: 0,
                                        },
                                        timeToAckIntervalCondition: "string",
                                        timeToAckSeconds: 0,
                                        timeToAckWeekdayIntervalConfigId: "string",
                                    },
                                    notifyChannel: {
                                        targets: [{
                                            id: "string",
                                            type: "string",
                                            urgency: "string",
                                            scheduleMode: "string",
                                        }],
                                        timeToAckIntervalCondition: "string",
                                        timeToAckSeconds: 0,
                                        timeToAckWeekdayIntervalConfigId: "string",
                                    },
                                    repeat: {
                                        repeatTimes: 0,
                                        toNode: "string",
                                    },
                                }],
                                elsePaths: [{
                                    type: "string",
                                    id: "string",
                                    level: {
                                        targets: [{
                                            id: "string",
                                            type: "string",
                                            urgency: "string",
                                            scheduleMode: "string",
                                        }],
                                        roundRobinConfig: {
                                            enabled: false,
                                            rotateAfterSeconds: 0,
                                        },
                                        timeToAckIntervalCondition: "string",
                                        timeToAckSeconds: 0,
                                        timeToAckWeekdayIntervalConfigId: "string",
                                    },
                                    notifyChannel: {
                                        targets: [{
                                            id: "string",
                                            type: "string",
                                            urgency: "string",
                                            scheduleMode: "string",
                                        }],
                                        timeToAckIntervalCondition: "string",
                                        timeToAckSeconds: 0,
                                        timeToAckWeekdayIntervalConfigId: "string",
                                    },
                                    repeat: {
                                        repeatTimes: 0,
                                        toNode: "string",
                                    },
                                }],
                            },
                            level: {
                                targets: [{
                                    id: "string",
                                    type: "string",
                                    urgency: "string",
                                    scheduleMode: "string",
                                }],
                                roundRobinConfig: {
                                    enabled: false,
                                    rotateAfterSeconds: 0,
                                },
                                timeToAckIntervalCondition: "string",
                                timeToAckSeconds: 0,
                                timeToAckWeekdayIntervalConfigId: "string",
                            },
                            notifyChannel: {
                                targets: [{
                                    id: "string",
                                    type: "string",
                                    urgency: "string",
                                    scheduleMode: "string",
                                }],
                                timeToAckIntervalCondition: "string",
                                timeToAckSeconds: 0,
                                timeToAckWeekdayIntervalConfigId: "string",
                            },
                            repeat: {
                                repeatTimes: 0,
                                toNode: "string",
                            },
                        }],
                    },
                    level: {
                        targets: [{
                            id: "string",
                            type: "string",
                            urgency: "string",
                            scheduleMode: "string",
                        }],
                        roundRobinConfig: {
                            enabled: false,
                            rotateAfterSeconds: 0,
                        },
                        timeToAckIntervalCondition: "string",
                        timeToAckSeconds: 0,
                        timeToAckWeekdayIntervalConfigId: "string",
                    },
                    notifyChannel: {
                        targets: [{
                            id: "string",
                            type: "string",
                            urgency: "string",
                            scheduleMode: "string",
                        }],
                        timeToAckIntervalCondition: "string",
                        timeToAckSeconds: 0,
                        timeToAckWeekdayIntervalConfigId: "string",
                    },
                    repeat: {
                        repeatTimes: 0,
                        toNode: "string",
                    },
                }],
            },
            level: {
                targets: [{
                    id: "string",
                    type: "string",
                    urgency: "string",
                    scheduleMode: "string",
                }],
                roundRobinConfig: {
                    enabled: false,
                    rotateAfterSeconds: 0,
                },
                timeToAckIntervalCondition: "string",
                timeToAckSeconds: 0,
                timeToAckWeekdayIntervalConfigId: "string",
            },
            notifyChannel: {
                targets: [{
                    id: "string",
                    type: "string",
                    urgency: "string",
                    scheduleMode: "string",
                }],
                timeToAckIntervalCondition: "string",
                timeToAckSeconds: 0,
                timeToAckWeekdayIntervalConfigId: "string",
            },
            repeat: {
                repeatTimes: 0,
                toNode: "string",
            },
        }],
        name: "string",
        teamIds: ["string"],
        workingHours: [{
            id: "string",
            name: "string",
            timezone: "string",
            weekdayIntervals: [{
                endTime: "string",
                startTime: "string",
                weekday: "string",
            }],
        }],
    });
    
    type: incident:EscalationPath
    properties:
        name: string
        paths:
            - id: string
              ifElse:
                conditions:
                    - operation: string
                      paramBindings:
                        - arrayValues:
                            - literal: string
                              reference: string
                          value:
                            literal: string
                            reference: string
                      subject: string
                elsePaths:
                    - id: string
                      ifElse:
                        conditions:
                            - operation: string
                              paramBindings:
                                - arrayValues:
                                    - literal: string
                                      reference: string
                                  value:
                                    literal: string
                                    reference: string
                              subject: string
                        elsePaths:
                            - id: string
                              ifElse:
                                conditions:
                                    - operation: string
                                      paramBindings:
                                        - arrayValues:
                                            - literal: string
                                              reference: string
                                          value:
                                            literal: string
                                            reference: string
                                      subject: string
                                elsePaths:
                                    - id: string
                                      level:
                                        roundRobinConfig:
                                            enabled: false
                                            rotateAfterSeconds: 0
                                        targets:
                                            - id: string
                                              scheduleMode: string
                                              type: string
                                              urgency: string
                                        timeToAckIntervalCondition: string
                                        timeToAckSeconds: 0
                                        timeToAckWeekdayIntervalConfigId: string
                                      notifyChannel:
                                        targets:
                                            - id: string
                                              scheduleMode: string
                                              type: string
                                              urgency: string
                                        timeToAckIntervalCondition: string
                                        timeToAckSeconds: 0
                                        timeToAckWeekdayIntervalConfigId: string
                                      repeat:
                                        repeatTimes: 0
                                        toNode: string
                                      type: string
                                thenPaths:
                                    - id: string
                                      level:
                                        roundRobinConfig:
                                            enabled: false
                                            rotateAfterSeconds: 0
                                        targets:
                                            - id: string
                                              scheduleMode: string
                                              type: string
                                              urgency: string
                                        timeToAckIntervalCondition: string
                                        timeToAckSeconds: 0
                                        timeToAckWeekdayIntervalConfigId: string
                                      notifyChannel:
                                        targets:
                                            - id: string
                                              scheduleMode: string
                                              type: string
                                              urgency: string
                                        timeToAckIntervalCondition: string
                                        timeToAckSeconds: 0
                                        timeToAckWeekdayIntervalConfigId: string
                                      repeat:
                                        repeatTimes: 0
                                        toNode: string
                                      type: string
                              level:
                                roundRobinConfig:
                                    enabled: false
                                    rotateAfterSeconds: 0
                                targets:
                                    - id: string
                                      scheduleMode: string
                                      type: string
                                      urgency: string
                                timeToAckIntervalCondition: string
                                timeToAckSeconds: 0
                                timeToAckWeekdayIntervalConfigId: string
                              notifyChannel:
                                targets:
                                    - id: string
                                      scheduleMode: string
                                      type: string
                                      urgency: string
                                timeToAckIntervalCondition: string
                                timeToAckSeconds: 0
                                timeToAckWeekdayIntervalConfigId: string
                              repeat:
                                repeatTimes: 0
                                toNode: string
                              type: string
                        thenPaths:
                            - id: string
                              ifElse:
                                conditions:
                                    - operation: string
                                      paramBindings:
                                        - arrayValues:
                                            - literal: string
                                              reference: string
                                          value:
                                            literal: string
                                            reference: string
                                      subject: string
                                elsePaths:
                                    - id: string
                                      level:
                                        roundRobinConfig:
                                            enabled: false
                                            rotateAfterSeconds: 0
                                        targets:
                                            - id: string
                                              scheduleMode: string
                                              type: string
                                              urgency: string
                                        timeToAckIntervalCondition: string
                                        timeToAckSeconds: 0
                                        timeToAckWeekdayIntervalConfigId: string
                                      notifyChannel:
                                        targets:
                                            - id: string
                                              scheduleMode: string
                                              type: string
                                              urgency: string
                                        timeToAckIntervalCondition: string
                                        timeToAckSeconds: 0
                                        timeToAckWeekdayIntervalConfigId: string
                                      repeat:
                                        repeatTimes: 0
                                        toNode: string
                                      type: string
                                thenPaths:
                                    - id: string
                                      level:
                                        roundRobinConfig:
                                            enabled: false
                                            rotateAfterSeconds: 0
                                        targets:
                                            - id: string
                                              scheduleMode: string
                                              type: string
                                              urgency: string
                                        timeToAckIntervalCondition: string
                                        timeToAckSeconds: 0
                                        timeToAckWeekdayIntervalConfigId: string
                                      notifyChannel:
                                        targets:
                                            - id: string
                                              scheduleMode: string
                                              type: string
                                              urgency: string
                                        timeToAckIntervalCondition: string
                                        timeToAckSeconds: 0
                                        timeToAckWeekdayIntervalConfigId: string
                                      repeat:
                                        repeatTimes: 0
                                        toNode: string
                                      type: string
                              level:
                                roundRobinConfig:
                                    enabled: false
                                    rotateAfterSeconds: 0
                                targets:
                                    - id: string
                                      scheduleMode: string
                                      type: string
                                      urgency: string
                                timeToAckIntervalCondition: string
                                timeToAckSeconds: 0
                                timeToAckWeekdayIntervalConfigId: string
                              notifyChannel:
                                targets:
                                    - id: string
                                      scheduleMode: string
                                      type: string
                                      urgency: string
                                timeToAckIntervalCondition: string
                                timeToAckSeconds: 0
                                timeToAckWeekdayIntervalConfigId: string
                              repeat:
                                repeatTimes: 0
                                toNode: string
                              type: string
                      level:
                        roundRobinConfig:
                            enabled: false
                            rotateAfterSeconds: 0
                        targets:
                            - id: string
                              scheduleMode: string
                              type: string
                              urgency: string
                        timeToAckIntervalCondition: string
                        timeToAckSeconds: 0
                        timeToAckWeekdayIntervalConfigId: string
                      notifyChannel:
                        targets:
                            - id: string
                              scheduleMode: string
                              type: string
                              urgency: string
                        timeToAckIntervalCondition: string
                        timeToAckSeconds: 0
                        timeToAckWeekdayIntervalConfigId: string
                      repeat:
                        repeatTimes: 0
                        toNode: string
                      type: string
                thenPaths:
                    - id: string
                      ifElse:
                        conditions:
                            - operation: string
                              paramBindings:
                                - arrayValues:
                                    - literal: string
                                      reference: string
                                  value:
                                    literal: string
                                    reference: string
                              subject: string
                        elsePaths:
                            - id: string
                              ifElse:
                                conditions:
                                    - operation: string
                                      paramBindings:
                                        - arrayValues:
                                            - literal: string
                                              reference: string
                                          value:
                                            literal: string
                                            reference: string
                                      subject: string
                                elsePaths:
                                    - id: string
                                      level:
                                        roundRobinConfig:
                                            enabled: false
                                            rotateAfterSeconds: 0
                                        targets:
                                            - id: string
                                              scheduleMode: string
                                              type: string
                                              urgency: string
                                        timeToAckIntervalCondition: string
                                        timeToAckSeconds: 0
                                        timeToAckWeekdayIntervalConfigId: string
                                      notifyChannel:
                                        targets:
                                            - id: string
                                              scheduleMode: string
                                              type: string
                                              urgency: string
                                        timeToAckIntervalCondition: string
                                        timeToAckSeconds: 0
                                        timeToAckWeekdayIntervalConfigId: string
                                      repeat:
                                        repeatTimes: 0
                                        toNode: string
                                      type: string
                                thenPaths:
                                    - id: string
                                      level:
                                        roundRobinConfig:
                                            enabled: false
                                            rotateAfterSeconds: 0
                                        targets:
                                            - id: string
                                              scheduleMode: string
                                              type: string
                                              urgency: string
                                        timeToAckIntervalCondition: string
                                        timeToAckSeconds: 0
                                        timeToAckWeekdayIntervalConfigId: string
                                      notifyChannel:
                                        targets:
                                            - id: string
                                              scheduleMode: string
                                              type: string
                                              urgency: string
                                        timeToAckIntervalCondition: string
                                        timeToAckSeconds: 0
                                        timeToAckWeekdayIntervalConfigId: string
                                      repeat:
                                        repeatTimes: 0
                                        toNode: string
                                      type: string
                              level:
                                roundRobinConfig:
                                    enabled: false
                                    rotateAfterSeconds: 0
                                targets:
                                    - id: string
                                      scheduleMode: string
                                      type: string
                                      urgency: string
                                timeToAckIntervalCondition: string
                                timeToAckSeconds: 0
                                timeToAckWeekdayIntervalConfigId: string
                              notifyChannel:
                                targets:
                                    - id: string
                                      scheduleMode: string
                                      type: string
                                      urgency: string
                                timeToAckIntervalCondition: string
                                timeToAckSeconds: 0
                                timeToAckWeekdayIntervalConfigId: string
                              repeat:
                                repeatTimes: 0
                                toNode: string
                              type: string
                        thenPaths:
                            - id: string
                              ifElse:
                                conditions:
                                    - operation: string
                                      paramBindings:
                                        - arrayValues:
                                            - literal: string
                                              reference: string
                                          value:
                                            literal: string
                                            reference: string
                                      subject: string
                                elsePaths:
                                    - id: string
                                      level:
                                        roundRobinConfig:
                                            enabled: false
                                            rotateAfterSeconds: 0
                                        targets:
                                            - id: string
                                              scheduleMode: string
                                              type: string
                                              urgency: string
                                        timeToAckIntervalCondition: string
                                        timeToAckSeconds: 0
                                        timeToAckWeekdayIntervalConfigId: string
                                      notifyChannel:
                                        targets:
                                            - id: string
                                              scheduleMode: string
                                              type: string
                                              urgency: string
                                        timeToAckIntervalCondition: string
                                        timeToAckSeconds: 0
                                        timeToAckWeekdayIntervalConfigId: string
                                      repeat:
                                        repeatTimes: 0
                                        toNode: string
                                      type: string
                                thenPaths:
                                    - id: string
                                      level:
                                        roundRobinConfig:
                                            enabled: false
                                            rotateAfterSeconds: 0
                                        targets:
                                            - id: string
                                              scheduleMode: string
                                              type: string
                                              urgency: string
                                        timeToAckIntervalCondition: string
                                        timeToAckSeconds: 0
                                        timeToAckWeekdayIntervalConfigId: string
                                      notifyChannel:
                                        targets:
                                            - id: string
                                              scheduleMode: string
                                              type: string
                                              urgency: string
                                        timeToAckIntervalCondition: string
                                        timeToAckSeconds: 0
                                        timeToAckWeekdayIntervalConfigId: string
                                      repeat:
                                        repeatTimes: 0
                                        toNode: string
                                      type: string
                              level:
                                roundRobinConfig:
                                    enabled: false
                                    rotateAfterSeconds: 0
                                targets:
                                    - id: string
                                      scheduleMode: string
                                      type: string
                                      urgency: string
                                timeToAckIntervalCondition: string
                                timeToAckSeconds: 0
                                timeToAckWeekdayIntervalConfigId: string
                              notifyChannel:
                                targets:
                                    - id: string
                                      scheduleMode: string
                                      type: string
                                      urgency: string
                                timeToAckIntervalCondition: string
                                timeToAckSeconds: 0
                                timeToAckWeekdayIntervalConfigId: string
                              repeat:
                                repeatTimes: 0
                                toNode: string
                              type: string
                      level:
                        roundRobinConfig:
                            enabled: false
                            rotateAfterSeconds: 0
                        targets:
                            - id: string
                              scheduleMode: string
                              type: string
                              urgency: string
                        timeToAckIntervalCondition: string
                        timeToAckSeconds: 0
                        timeToAckWeekdayIntervalConfigId: string
                      notifyChannel:
                        targets:
                            - id: string
                              scheduleMode: string
                              type: string
                              urgency: string
                        timeToAckIntervalCondition: string
                        timeToAckSeconds: 0
                        timeToAckWeekdayIntervalConfigId: string
                      repeat:
                        repeatTimes: 0
                        toNode: string
                      type: string
              level:
                roundRobinConfig:
                    enabled: false
                    rotateAfterSeconds: 0
                targets:
                    - id: string
                      scheduleMode: string
                      type: string
                      urgency: string
                timeToAckIntervalCondition: string
                timeToAckSeconds: 0
                timeToAckWeekdayIntervalConfigId: string
              notifyChannel:
                targets:
                    - id: string
                      scheduleMode: string
                      type: string
                      urgency: string
                timeToAckIntervalCondition: string
                timeToAckSeconds: 0
                timeToAckWeekdayIntervalConfigId: string
              repeat:
                repeatTimes: 0
                toNode: string
              type: string
        teamIds:
            - string
        workingHours:
            - id: string
              name: string
              timezone: string
              weekdayIntervals:
                - endTime: string
                  startTime: string
                  weekday: string
    

    EscalationPath Resource Properties

    To learn more about resource properties and how to use them, see Inputs and Outputs in the Architecture and Concepts docs.

    Inputs

    In Python, inputs that are objects can be passed either as argument classes or as dictionary literals.

    The EscalationPath resource accepts the following input properties:

    Paths List<EscalationPathPath>
    The nodes that form the levels and branches of this escalation path.
    Name string
    The name of this escalation path, for the user's reference.
    TeamIds List<string>
    IDs of teams that own this schedule
    WorkingHours List<EscalationPathWorkingHour>
    The working hours for this escalation path.
    Paths []EscalationPathPathArgs
    The nodes that form the levels and branches of this escalation path.
    Name string
    The name of this escalation path, for the user's reference.
    TeamIds []string
    IDs of teams that own this schedule
    WorkingHours []EscalationPathWorkingHourArgs
    The working hours for this escalation path.
    paths List<EscalationPathPath>
    The nodes that form the levels and branches of this escalation path.
    name String
    The name of this escalation path, for the user's reference.
    teamIds List<String>
    IDs of teams that own this schedule
    workingHours List<EscalationPathWorkingHour>
    The working hours for this escalation path.
    paths EscalationPathPath[]
    The nodes that form the levels and branches of this escalation path.
    name string
    The name of this escalation path, for the user's reference.
    teamIds string[]
    IDs of teams that own this schedule
    workingHours EscalationPathWorkingHour[]
    The working hours for this escalation path.
    paths Sequence[EscalationPathPathArgs]
    The nodes that form the levels and branches of this escalation path.
    name str
    The name of this escalation path, for the user's reference.
    team_ids Sequence[str]
    IDs of teams that own this schedule
    working_hours Sequence[EscalationPathWorkingHourArgs]
    The working hours for this escalation path.
    paths List<Property Map>
    The nodes that form the levels and branches of this escalation path.
    name String
    The name of this escalation path, for the user's reference.
    teamIds List<String>
    IDs of teams that own this schedule
    workingHours List<Property Map>
    The working hours for this escalation path.

    Outputs

    All input properties are implicitly available as output properties. Additionally, the EscalationPath resource produces the following output properties:

    Id string
    The provider-assigned unique ID for this managed resource.
    Id string
    The provider-assigned unique ID for this managed resource.
    id String
    The provider-assigned unique ID for this managed resource.
    id string
    The provider-assigned unique ID for this managed resource.
    id str
    The provider-assigned unique ID for this managed resource.
    id String
    The provider-assigned unique ID for this managed resource.

    Look up Existing EscalationPath Resource

    Get an existing EscalationPath resource’s state with the given name, ID, and optional extra properties used to qualify the lookup.

    public static get(name: string, id: Input<ID>, state?: EscalationPathState, opts?: CustomResourceOptions): EscalationPath
    @staticmethod
    def get(resource_name: str,
            id: str,
            opts: Optional[ResourceOptions] = None,
            name: Optional[str] = None,
            paths: Optional[Sequence[EscalationPathPathArgs]] = None,
            team_ids: Optional[Sequence[str]] = None,
            working_hours: Optional[Sequence[EscalationPathWorkingHourArgs]] = None) -> EscalationPath
    func GetEscalationPath(ctx *Context, name string, id IDInput, state *EscalationPathState, opts ...ResourceOption) (*EscalationPath, error)
    public static EscalationPath Get(string name, Input<string> id, EscalationPathState? state, CustomResourceOptions? opts = null)
    public static EscalationPath get(String name, Output<String> id, EscalationPathState state, CustomResourceOptions options)
    resources:  _:    type: incident:EscalationPath    get:      id: ${id}
    name
    The unique name of the resulting resource.
    id
    The unique provider ID of the resource to lookup.
    state
    Any extra arguments used during the lookup.
    opts
    A bag of options that control this resource's behavior.
    resource_name
    The unique name of the resulting resource.
    id
    The unique provider ID of the resource to lookup.
    name
    The unique name of the resulting resource.
    id
    The unique provider ID of the resource to lookup.
    state
    Any extra arguments used during the lookup.
    opts
    A bag of options that control this resource's behavior.
    name
    The unique name of the resulting resource.
    id
    The unique provider ID of the resource to lookup.
    state
    Any extra arguments used during the lookup.
    opts
    A bag of options that control this resource's behavior.
    name
    The unique name of the resulting resource.
    id
    The unique provider ID of the resource to lookup.
    state
    Any extra arguments used during the lookup.
    opts
    A bag of options that control this resource's behavior.
    The following state arguments are supported:
    Name string
    The name of this escalation path, for the user's reference.
    Paths List<EscalationPathPath>
    The nodes that form the levels and branches of this escalation path.
    TeamIds List<string>
    IDs of teams that own this schedule
    WorkingHours List<EscalationPathWorkingHour>
    The working hours for this escalation path.
    Name string
    The name of this escalation path, for the user's reference.
    Paths []EscalationPathPathArgs
    The nodes that form the levels and branches of this escalation path.
    TeamIds []string
    IDs of teams that own this schedule
    WorkingHours []EscalationPathWorkingHourArgs
    The working hours for this escalation path.
    name String
    The name of this escalation path, for the user's reference.
    paths List<EscalationPathPath>
    The nodes that form the levels and branches of this escalation path.
    teamIds List<String>
    IDs of teams that own this schedule
    workingHours List<EscalationPathWorkingHour>
    The working hours for this escalation path.
    name string
    The name of this escalation path, for the user's reference.
    paths EscalationPathPath[]
    The nodes that form the levels and branches of this escalation path.
    teamIds string[]
    IDs of teams that own this schedule
    workingHours EscalationPathWorkingHour[]
    The working hours for this escalation path.
    name str
    The name of this escalation path, for the user's reference.
    paths Sequence[EscalationPathPathArgs]
    The nodes that form the levels and branches of this escalation path.
    team_ids Sequence[str]
    IDs of teams that own this schedule
    working_hours Sequence[EscalationPathWorkingHourArgs]
    The working hours for this escalation path.
    name String
    The name of this escalation path, for the user's reference.
    paths List<Property Map>
    The nodes that form the levels and branches of this escalation path.
    teamIds List<String>
    IDs of teams that own this schedule
    workingHours List<Property Map>
    The working hours for this escalation path.

    Supporting Types

    EscalationPathPath, EscalationPathPathArgs

    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    IfElse EscalationPathPathIfElse
    Level EscalationPathPathLevel
    NotifyChannel EscalationPathPathNotifyChannel
    Repeat EscalationPathPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    IfElse EscalationPathPathIfElse
    Level EscalationPathPathLevel
    NotifyChannel EscalationPathPathNotifyChannel
    Repeat EscalationPathPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    ifElse EscalationPathPathIfElse
    level EscalationPathPathLevel
    notifyChannel EscalationPathPathNotifyChannel
    repeat EscalationPathPathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    ifElse EscalationPathPathIfElse
    level EscalationPathPathLevel
    notifyChannel EscalationPathPathNotifyChannel
    repeat EscalationPathPathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    if_else EscalationPathPathIfElse
    level EscalationPathPathLevel
    notify_channel EscalationPathPathNotifyChannel
    repeat EscalationPathPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    ifElse Property Map
    level Property Map
    notifyChannel Property Map
    repeat Property Map

    EscalationPathPathIfElse, EscalationPathPathIfElseArgs

    Conditions List<EscalationPathPathIfElseCondition>
    The prerequisite conditions that must all be satisfied
    ThenPaths List<EscalationPathPathIfElseThenPath>
    Then path nodes
    ElsePaths List<EscalationPathPathIfElseElsePath>
    The nodes that form the levels if our condition is not met
    Conditions []EscalationPathPathIfElseCondition
    The prerequisite conditions that must all be satisfied
    ThenPaths []EscalationPathPathIfElseThenPath
    Then path nodes
    ElsePaths []EscalationPathPathIfElseElsePath
    The nodes that form the levels if our condition is not met
    conditions List<EscalationPathPathIfElseCondition>
    The prerequisite conditions that must all be satisfied
    thenPaths List<EscalationPathPathIfElseThenPath>
    Then path nodes
    elsePaths List<EscalationPathPathIfElseElsePath>
    The nodes that form the levels if our condition is not met
    conditions EscalationPathPathIfElseCondition[]
    The prerequisite conditions that must all be satisfied
    thenPaths EscalationPathPathIfElseThenPath[]
    Then path nodes
    elsePaths EscalationPathPathIfElseElsePath[]
    The nodes that form the levels if our condition is not met
    conditions Sequence[EscalationPathPathIfElseCondition]
    The prerequisite conditions that must all be satisfied
    then_paths Sequence[EscalationPathPathIfElseThenPath]
    Then path nodes
    else_paths Sequence[EscalationPathPathIfElseElsePath]
    The nodes that form the levels if our condition is not met
    conditions List<Property Map>
    The prerequisite conditions that must all be satisfied
    thenPaths List<Property Map>
    Then path nodes
    elsePaths List<Property Map>
    The nodes that form the levels if our condition is not met

    EscalationPathPathIfElseCondition, EscalationPathPathIfElseConditionArgs

    Operation string
    The logical operation to be applied
    ParamBindings List<EscalationPathPathIfElseConditionParamBinding>
    Bindings for the operation parameters
    Subject string
    The subject of the condition, on which the operation is applied
    Operation string
    The logical operation to be applied
    ParamBindings []EscalationPathPathIfElseConditionParamBinding
    Bindings for the operation parameters
    Subject string
    The subject of the condition, on which the operation is applied
    operation String
    The logical operation to be applied
    paramBindings List<EscalationPathPathIfElseConditionParamBinding>
    Bindings for the operation parameters
    subject String
    The subject of the condition, on which the operation is applied
    operation string
    The logical operation to be applied
    paramBindings EscalationPathPathIfElseConditionParamBinding[]
    Bindings for the operation parameters
    subject string
    The subject of the condition, on which the operation is applied
    operation str
    The logical operation to be applied
    param_bindings Sequence[EscalationPathPathIfElseConditionParamBinding]
    Bindings for the operation parameters
    subject str
    The subject of the condition, on which the operation is applied
    operation String
    The logical operation to be applied
    paramBindings List<Property Map>
    Bindings for the operation parameters
    subject String
    The subject of the condition, on which the operation is applied

    EscalationPathPathIfElseConditionParamBinding, EscalationPathPathIfElseConditionParamBindingArgs

    ArrayValues List<EscalationPathPathIfElseConditionParamBindingArrayValue>
    The array of literal or reference parameter values
    Value EscalationPathPathIfElseConditionParamBindingValue
    The literal or reference parameter value
    ArrayValues []EscalationPathPathIfElseConditionParamBindingArrayValue
    The array of literal or reference parameter values
    Value EscalationPathPathIfElseConditionParamBindingValue
    The literal or reference parameter value
    arrayValues List<EscalationPathPathIfElseConditionParamBindingArrayValue>
    The array of literal or reference parameter values
    value EscalationPathPathIfElseConditionParamBindingValue
    The literal or reference parameter value
    arrayValues EscalationPathPathIfElseConditionParamBindingArrayValue[]
    The array of literal or reference parameter values
    value EscalationPathPathIfElseConditionParamBindingValue
    The literal or reference parameter value
    array_values Sequence[EscalationPathPathIfElseConditionParamBindingArrayValue]
    The array of literal or reference parameter values
    value EscalationPathPathIfElseConditionParamBindingValue
    The literal or reference parameter value
    arrayValues List<Property Map>
    The array of literal or reference parameter values
    value Property Map
    The literal or reference parameter value

    EscalationPathPathIfElseConditionParamBindingArrayValue, EscalationPathPathIfElseConditionParamBindingArrayValueArgs

    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal string
    If set, this is the literal value of the step parameter
    reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal str
    If set, this is the literal value of the step parameter
    reference str
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter

    EscalationPathPathIfElseConditionParamBindingValue, EscalationPathPathIfElseConditionParamBindingValueArgs

    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal string
    If set, this is the literal value of the step parameter
    reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal str
    If set, this is the literal value of the step parameter
    reference str
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter

    EscalationPathPathIfElseElsePath, EscalationPathPathIfElseElsePathArgs

    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    IfElse EscalationPathPathIfElseElsePathIfElse
    Level EscalationPathPathIfElseElsePathLevel
    NotifyChannel EscalationPathPathIfElseElsePathNotifyChannel
    Repeat EscalationPathPathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    IfElse EscalationPathPathIfElseElsePathIfElse
    Level EscalationPathPathIfElseElsePathLevel
    NotifyChannel EscalationPathPathIfElseElsePathNotifyChannel
    Repeat EscalationPathPathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    ifElse EscalationPathPathIfElseElsePathIfElse
    level EscalationPathPathIfElseElsePathLevel
    notifyChannel EscalationPathPathIfElseElsePathNotifyChannel
    repeat EscalationPathPathIfElseElsePathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    ifElse EscalationPathPathIfElseElsePathIfElse
    level EscalationPathPathIfElseElsePathLevel
    notifyChannel EscalationPathPathIfElseElsePathNotifyChannel
    repeat EscalationPathPathIfElseElsePathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    if_else EscalationPathPathIfElseElsePathIfElse
    level EscalationPathPathIfElseElsePathLevel
    notify_channel EscalationPathPathIfElseElsePathNotifyChannel
    repeat EscalationPathPathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    ifElse Property Map
    level Property Map
    notifyChannel Property Map
    repeat Property Map

    EscalationPathPathIfElseElsePathIfElse, EscalationPathPathIfElseElsePathIfElseArgs

    Conditions List<EscalationPathPathIfElseElsePathIfElseCondition>
    The prerequisite conditions that must all be satisfied
    ThenPaths List<EscalationPathPathIfElseElsePathIfElseThenPath>
    Then path nodes
    ElsePaths List<EscalationPathPathIfElseElsePathIfElseElsePath>
    The nodes that form the levels if our condition is not met
    Conditions []EscalationPathPathIfElseElsePathIfElseCondition
    The prerequisite conditions that must all be satisfied
    ThenPaths []EscalationPathPathIfElseElsePathIfElseThenPath
    Then path nodes
    ElsePaths []EscalationPathPathIfElseElsePathIfElseElsePath
    The nodes that form the levels if our condition is not met
    conditions List<EscalationPathPathIfElseElsePathIfElseCondition>
    The prerequisite conditions that must all be satisfied
    thenPaths List<EscalationPathPathIfElseElsePathIfElseThenPath>
    Then path nodes
    elsePaths List<EscalationPathPathIfElseElsePathIfElseElsePath>
    The nodes that form the levels if our condition is not met
    conditions EscalationPathPathIfElseElsePathIfElseCondition[]
    The prerequisite conditions that must all be satisfied
    thenPaths EscalationPathPathIfElseElsePathIfElseThenPath[]
    Then path nodes
    elsePaths EscalationPathPathIfElseElsePathIfElseElsePath[]
    The nodes that form the levels if our condition is not met
    conditions List<Property Map>
    The prerequisite conditions that must all be satisfied
    thenPaths List<Property Map>
    Then path nodes
    elsePaths List<Property Map>
    The nodes that form the levels if our condition is not met

    EscalationPathPathIfElseElsePathIfElseCondition, EscalationPathPathIfElseElsePathIfElseConditionArgs

    Operation string
    The logical operation to be applied
    ParamBindings List<EscalationPathPathIfElseElsePathIfElseConditionParamBinding>
    Bindings for the operation parameters
    Subject string
    The subject of the condition, on which the operation is applied
    Operation string
    The logical operation to be applied
    ParamBindings []EscalationPathPathIfElseElsePathIfElseConditionParamBinding
    Bindings for the operation parameters
    Subject string
    The subject of the condition, on which the operation is applied
    operation String
    The logical operation to be applied
    paramBindings List<EscalationPathPathIfElseElsePathIfElseConditionParamBinding>
    Bindings for the operation parameters
    subject String
    The subject of the condition, on which the operation is applied
    operation string
    The logical operation to be applied
    paramBindings EscalationPathPathIfElseElsePathIfElseConditionParamBinding[]
    Bindings for the operation parameters
    subject string
    The subject of the condition, on which the operation is applied
    operation str
    The logical operation to be applied
    param_bindings Sequence[EscalationPathPathIfElseElsePathIfElseConditionParamBinding]
    Bindings for the operation parameters
    subject str
    The subject of the condition, on which the operation is applied
    operation String
    The logical operation to be applied
    paramBindings List<Property Map>
    Bindings for the operation parameters
    subject String
    The subject of the condition, on which the operation is applied

    EscalationPathPathIfElseElsePathIfElseConditionParamBinding, EscalationPathPathIfElseElsePathIfElseConditionParamBindingArgs

    arrayValues List<Property Map>
    The array of literal or reference parameter values
    value Property Map
    The literal or reference parameter value

    EscalationPathPathIfElseElsePathIfElseConditionParamBindingArrayValue, EscalationPathPathIfElseElsePathIfElseConditionParamBindingArrayValueArgs

    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal string
    If set, this is the literal value of the step parameter
    reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal str
    If set, this is the literal value of the step parameter
    reference str
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter

    EscalationPathPathIfElseElsePathIfElseConditionParamBindingValue, EscalationPathPathIfElseElsePathIfElseConditionParamBindingValueArgs

    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal string
    If set, this is the literal value of the step parameter
    reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal str
    If set, this is the literal value of the step parameter
    reference str
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter

    EscalationPathPathIfElseElsePathIfElseElsePath, EscalationPathPathIfElseElsePathIfElseElsePathArgs

    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    IfElse EscalationPathPathIfElseElsePathIfElseElsePathIfElse
    Level EscalationPathPathIfElseElsePathIfElseElsePathLevel
    NotifyChannel EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat EscalationPathPathIfElseElsePathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    IfElse EscalationPathPathIfElseElsePathIfElseElsePathIfElse
    Level EscalationPathPathIfElseElsePathIfElseElsePathLevel
    NotifyChannel EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat EscalationPathPathIfElseElsePathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    ifElse EscalationPathPathIfElseElsePathIfElseElsePathIfElse
    level EscalationPathPathIfElseElsePathIfElseElsePathLevel
    notifyChannel EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat EscalationPathPathIfElseElsePathIfElseElsePathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    ifElse EscalationPathPathIfElseElsePathIfElseElsePathIfElse
    level EscalationPathPathIfElseElsePathIfElseElsePathLevel
    notifyChannel EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat EscalationPathPathIfElseElsePathIfElseElsePathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    if_else EscalationPathPathIfElseElsePathIfElseElsePathIfElse
    level EscalationPathPathIfElseElsePathIfElseElsePathLevel
    notify_channel EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat EscalationPathPathIfElseElsePathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    ifElse Property Map
    level Property Map
    notifyChannel Property Map
    repeat Property Map

    EscalationPathPathIfElseElsePathIfElseElsePathIfElse, EscalationPathPathIfElseElsePathIfElseElsePathIfElseArgs

    conditions List<Property Map>
    The prerequisite conditions that must all be satisfied
    thenPaths List<Property Map>
    Then path nodes
    elsePaths List<Property Map>
    The nodes that form the levels if our condition is not met

    EscalationPathPathIfElseElsePathIfElseElsePathIfElseCondition, EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionArgs

    Operation string
    The logical operation to be applied
    ParamBindings List<EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBinding>
    Bindings for the operation parameters
    Subject string
    The subject of the condition, on which the operation is applied
    Operation string
    The logical operation to be applied
    ParamBindings []EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBinding
    Bindings for the operation parameters
    Subject string
    The subject of the condition, on which the operation is applied
    operation String
    The logical operation to be applied
    paramBindings List<EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBinding>
    Bindings for the operation parameters
    subject String
    The subject of the condition, on which the operation is applied
    operation string
    The logical operation to be applied
    paramBindings EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBinding[]
    Bindings for the operation parameters
    subject string
    The subject of the condition, on which the operation is applied
    operation str
    The logical operation to be applied
    param_bindings Sequence[EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBinding]
    Bindings for the operation parameters
    subject str
    The subject of the condition, on which the operation is applied
    operation String
    The logical operation to be applied
    paramBindings List<Property Map>
    Bindings for the operation parameters
    subject String
    The subject of the condition, on which the operation is applied

    EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBinding, EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArgs

    arrayValues List<Property Map>
    The array of literal or reference parameter values
    value Property Map
    The literal or reference parameter value

    EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArrayValue, EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArrayValueArgs

    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal string
    If set, this is the literal value of the step parameter
    reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal str
    If set, this is the literal value of the step parameter
    reference str
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter

    EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingValue, EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingValueArgs

    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal string
    If set, this is the literal value of the step parameter
    reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal str
    If set, this is the literal value of the step parameter
    reference str
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter

    EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePath, EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathArgs

    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    Level EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    NotifyChannel EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    Level EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    NotifyChannel EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    notifyChannel EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    repeat EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    notifyChannel EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    repeat EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    notify_channel EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    repeat EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level Property Map
    notifyChannel Property Map
    repeat Property Map

    EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevel, EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelArgs

    Targets List<EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget[]
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget]
    The targets (users or schedules) for this level
    round_robin_config EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (users or schedules) for this level
    roundRobinConfig Property Map
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig, EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfigArgs

    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds float64
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled bool
    Whether round robin is enabled for this level
    rotate_after_seconds float
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.

    EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget, EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel, EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelArgs

    Targets List<EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget>
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget[]
    The targets (Slack channels) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget]
    The targets (Slack channels) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget, EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat, EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathRepeatArgs

    RepeatTimes double
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    RepeatTimes float64
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    repeatTimes Double
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.
    repeatTimes number
    How many times to repeat these nodes
    toNode string
    Which node ID we begin repeating from.
    repeat_times float
    How many times to repeat these nodes
    to_node str
    Which node ID we begin repeating from.
    repeatTimes Number
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.

    EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPath, EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathArgs

    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    Level EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    NotifyChannel EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    Level EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    NotifyChannel EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    notifyChannel EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    repeat EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    notifyChannel EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    repeat EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    notify_channel EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    repeat EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level Property Map
    notifyChannel Property Map
    repeat Property Map

    EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevel, EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelArgs

    Targets List<EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget[]
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget]
    The targets (users or schedules) for this level
    round_robin_config EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (users or schedules) for this level
    roundRobinConfig Property Map
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig, EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfigArgs

    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds float64
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled bool
    Whether round robin is enabled for this level
    rotate_after_seconds float
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.

    EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget, EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel, EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelArgs

    Targets List<EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget>
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget[]
    The targets (Slack channels) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget]
    The targets (Slack channels) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget, EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat, EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathRepeatArgs

    RepeatTimes double
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    RepeatTimes float64
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    repeatTimes Double
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.
    repeatTimes number
    How many times to repeat these nodes
    toNode string
    Which node ID we begin repeating from.
    repeat_times float
    How many times to repeat these nodes
    to_node str
    Which node ID we begin repeating from.
    repeatTimes Number
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.

    EscalationPathPathIfElseElsePathIfElseElsePathLevel, EscalationPathPathIfElseElsePathIfElseElsePathLevelArgs

    Targets List<EscalationPathPathIfElseElsePathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseElsePathIfElseElsePathLevelTarget
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseElsePathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseElsePathIfElseElsePathLevelTarget[]
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseElsePathIfElseElsePathLevelTarget]
    The targets (users or schedules) for this level
    round_robin_config EscalationPathPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (users or schedules) for this level
    roundRobinConfig Property Map
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig, EscalationPathPathIfElseElsePathIfElseElsePathLevelRoundRobinConfigArgs

    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds float64
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled bool
    Whether round robin is enabled for this level
    rotate_after_seconds float
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.

    EscalationPathPathIfElseElsePathIfElseElsePathLevelTarget, EscalationPathPathIfElseElsePathIfElseElsePathLevelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannel, EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannelArgs

    Targets List<EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannelTarget>
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannelTarget
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannelTarget>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannelTarget[]
    The targets (Slack channels) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannelTarget]
    The targets (Slack channels) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannelTarget, EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseElsePathIfElseElsePathRepeat, EscalationPathPathIfElseElsePathIfElseElsePathRepeatArgs

    RepeatTimes double
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    RepeatTimes float64
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    repeatTimes Double
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.
    repeatTimes number
    How many times to repeat these nodes
    toNode string
    Which node ID we begin repeating from.
    repeat_times float
    How many times to repeat these nodes
    to_node str
    Which node ID we begin repeating from.
    repeatTimes Number
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.

    EscalationPathPathIfElseElsePathIfElseThenPath, EscalationPathPathIfElseElsePathIfElseThenPathArgs

    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    IfElse EscalationPathPathIfElseElsePathIfElseThenPathIfElse
    Level EscalationPathPathIfElseElsePathIfElseThenPathLevel
    NotifyChannel EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat EscalationPathPathIfElseElsePathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    IfElse EscalationPathPathIfElseElsePathIfElseThenPathIfElse
    Level EscalationPathPathIfElseElsePathIfElseThenPathLevel
    NotifyChannel EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat EscalationPathPathIfElseElsePathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    ifElse EscalationPathPathIfElseElsePathIfElseThenPathIfElse
    level EscalationPathPathIfElseElsePathIfElseThenPathLevel
    notifyChannel EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat EscalationPathPathIfElseElsePathIfElseThenPathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    ifElse EscalationPathPathIfElseElsePathIfElseThenPathIfElse
    level EscalationPathPathIfElseElsePathIfElseThenPathLevel
    notifyChannel EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat EscalationPathPathIfElseElsePathIfElseThenPathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    if_else EscalationPathPathIfElseElsePathIfElseThenPathIfElse
    level EscalationPathPathIfElseElsePathIfElseThenPathLevel
    notify_channel EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat EscalationPathPathIfElseElsePathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    ifElse Property Map
    level Property Map
    notifyChannel Property Map
    repeat Property Map

    EscalationPathPathIfElseElsePathIfElseThenPathIfElse, EscalationPathPathIfElseElsePathIfElseThenPathIfElseArgs

    conditions List<Property Map>
    The prerequisite conditions that must all be satisfied
    thenPaths List<Property Map>
    Then path nodes
    elsePaths List<Property Map>
    The nodes that form the levels if our condition is not met

    EscalationPathPathIfElseElsePathIfElseThenPathIfElseCondition, EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionArgs

    Operation string
    The logical operation to be applied
    ParamBindings List<EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBinding>
    Bindings for the operation parameters
    Subject string
    The subject of the condition, on which the operation is applied
    Operation string
    The logical operation to be applied
    ParamBindings []EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBinding
    Bindings for the operation parameters
    Subject string
    The subject of the condition, on which the operation is applied
    operation String
    The logical operation to be applied
    paramBindings List<EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBinding>
    Bindings for the operation parameters
    subject String
    The subject of the condition, on which the operation is applied
    operation string
    The logical operation to be applied
    paramBindings EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBinding[]
    Bindings for the operation parameters
    subject string
    The subject of the condition, on which the operation is applied
    operation str
    The logical operation to be applied
    param_bindings Sequence[EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBinding]
    Bindings for the operation parameters
    subject str
    The subject of the condition, on which the operation is applied
    operation String
    The logical operation to be applied
    paramBindings List<Property Map>
    Bindings for the operation parameters
    subject String
    The subject of the condition, on which the operation is applied

    EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBinding, EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArgs

    arrayValues List<Property Map>
    The array of literal or reference parameter values
    value Property Map
    The literal or reference parameter value

    EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArrayValue, EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArrayValueArgs

    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal string
    If set, this is the literal value of the step parameter
    reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal str
    If set, this is the literal value of the step parameter
    reference str
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter

    EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingValue, EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingValueArgs

    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal string
    If set, this is the literal value of the step parameter
    reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal str
    If set, this is the literal value of the step parameter
    reference str
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter

    EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePath, EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathArgs

    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    Level EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    NotifyChannel EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    Level EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    NotifyChannel EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    notifyChannel EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    repeat EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    notifyChannel EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    repeat EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    notify_channel EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    repeat EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level Property Map
    notifyChannel Property Map
    repeat Property Map

    EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevel, EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelArgs

    Targets List<EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget[]
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget]
    The targets (users or schedules) for this level
    round_robin_config EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (users or schedules) for this level
    roundRobinConfig Property Map
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig, EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfigArgs

    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds float64
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled bool
    Whether round robin is enabled for this level
    rotate_after_seconds float
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.

    EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget, EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel, EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelArgs

    Targets List<EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget>
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget[]
    The targets (Slack channels) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget]
    The targets (Slack channels) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget, EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat, EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathRepeatArgs

    RepeatTimes double
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    RepeatTimes float64
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    repeatTimes Double
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.
    repeatTimes number
    How many times to repeat these nodes
    toNode string
    Which node ID we begin repeating from.
    repeat_times float
    How many times to repeat these nodes
    to_node str
    Which node ID we begin repeating from.
    repeatTimes Number
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.

    EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPath, EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathArgs

    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    Level EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    NotifyChannel EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    Level EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    NotifyChannel EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    notifyChannel EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    repeat EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    notifyChannel EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    repeat EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    notify_channel EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    repeat EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level Property Map
    notifyChannel Property Map
    repeat Property Map

    EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevel, EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelArgs

    Targets List<EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget[]
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget]
    The targets (users or schedules) for this level
    round_robin_config EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (users or schedules) for this level
    roundRobinConfig Property Map
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig, EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfigArgs

    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds float64
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled bool
    Whether round robin is enabled for this level
    rotate_after_seconds float
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.

    EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget, EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel, EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelArgs

    Targets List<EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget>
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget[]
    The targets (Slack channels) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget]
    The targets (Slack channels) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget, EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat, EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathRepeatArgs

    RepeatTimes double
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    RepeatTimes float64
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    repeatTimes Double
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.
    repeatTimes number
    How many times to repeat these nodes
    toNode string
    Which node ID we begin repeating from.
    repeat_times float
    How many times to repeat these nodes
    to_node str
    Which node ID we begin repeating from.
    repeatTimes Number
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.

    EscalationPathPathIfElseElsePathIfElseThenPathLevel, EscalationPathPathIfElseElsePathIfElseThenPathLevelArgs

    Targets List<EscalationPathPathIfElseElsePathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseElsePathIfElseThenPathLevelTarget
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseElsePathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseElsePathIfElseThenPathLevelTarget[]
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseElsePathIfElseThenPathLevelTarget]
    The targets (users or schedules) for this level
    round_robin_config EscalationPathPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (users or schedules) for this level
    roundRobinConfig Property Map
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig, EscalationPathPathIfElseElsePathIfElseThenPathLevelRoundRobinConfigArgs

    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds float64
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled bool
    Whether round robin is enabled for this level
    rotate_after_seconds float
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.

    EscalationPathPathIfElseElsePathIfElseThenPathLevelTarget, EscalationPathPathIfElseElsePathIfElseThenPathLevelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannel, EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannelArgs

    Targets List<EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannelTarget>
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannelTarget
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannelTarget>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannelTarget[]
    The targets (Slack channels) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannelTarget]
    The targets (Slack channels) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannelTarget, EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseElsePathIfElseThenPathRepeat, EscalationPathPathIfElseElsePathIfElseThenPathRepeatArgs

    RepeatTimes double
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    RepeatTimes float64
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    repeatTimes Double
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.
    repeatTimes number
    How many times to repeat these nodes
    toNode string
    Which node ID we begin repeating from.
    repeat_times float
    How many times to repeat these nodes
    to_node str
    Which node ID we begin repeating from.
    repeatTimes Number
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.

    EscalationPathPathIfElseElsePathLevel, EscalationPathPathIfElseElsePathLevelArgs

    Targets List<EscalationPathPathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseElsePathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseElsePathLevelTarget
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseElsePathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseElsePathLevelRoundRobinConfig
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseElsePathLevelTarget[]
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseElsePathLevelRoundRobinConfig
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseElsePathLevelTarget]
    The targets (users or schedules) for this level
    round_robin_config EscalationPathPathIfElseElsePathLevelRoundRobinConfig
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (users or schedules) for this level
    roundRobinConfig Property Map
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseElsePathLevelRoundRobinConfig, EscalationPathPathIfElseElsePathLevelRoundRobinConfigArgs

    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds float64
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled bool
    Whether round robin is enabled for this level
    rotate_after_seconds float
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.

    EscalationPathPathIfElseElsePathLevelTarget, EscalationPathPathIfElseElsePathLevelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseElsePathNotifyChannel, EscalationPathPathIfElseElsePathNotifyChannelArgs

    Targets List<EscalationPathPathIfElseElsePathNotifyChannelTarget>
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseElsePathNotifyChannelTarget
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseElsePathNotifyChannelTarget>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseElsePathNotifyChannelTarget[]
    The targets (Slack channels) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseElsePathNotifyChannelTarget]
    The targets (Slack channels) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseElsePathNotifyChannelTarget, EscalationPathPathIfElseElsePathNotifyChannelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseElsePathRepeat, EscalationPathPathIfElseElsePathRepeatArgs

    RepeatTimes double
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    RepeatTimes float64
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    repeatTimes Double
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.
    repeatTimes number
    How many times to repeat these nodes
    toNode string
    Which node ID we begin repeating from.
    repeat_times float
    How many times to repeat these nodes
    to_node str
    Which node ID we begin repeating from.
    repeatTimes Number
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.

    EscalationPathPathIfElseThenPath, EscalationPathPathIfElseThenPathArgs

    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    IfElse EscalationPathPathIfElseThenPathIfElse
    Level EscalationPathPathIfElseThenPathLevel
    NotifyChannel EscalationPathPathIfElseThenPathNotifyChannel
    Repeat EscalationPathPathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    IfElse EscalationPathPathIfElseThenPathIfElse
    Level EscalationPathPathIfElseThenPathLevel
    NotifyChannel EscalationPathPathIfElseThenPathNotifyChannel
    Repeat EscalationPathPathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    ifElse EscalationPathPathIfElseThenPathIfElse
    level EscalationPathPathIfElseThenPathLevel
    notifyChannel EscalationPathPathIfElseThenPathNotifyChannel
    repeat EscalationPathPathIfElseThenPathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    ifElse EscalationPathPathIfElseThenPathIfElse
    level EscalationPathPathIfElseThenPathLevel
    notifyChannel EscalationPathPathIfElseThenPathNotifyChannel
    repeat EscalationPathPathIfElseThenPathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    if_else EscalationPathPathIfElseThenPathIfElse
    level EscalationPathPathIfElseThenPathLevel
    notify_channel EscalationPathPathIfElseThenPathNotifyChannel
    repeat EscalationPathPathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    ifElse Property Map
    level Property Map
    notifyChannel Property Map
    repeat Property Map

    EscalationPathPathIfElseThenPathIfElse, EscalationPathPathIfElseThenPathIfElseArgs

    Conditions List<EscalationPathPathIfElseThenPathIfElseCondition>
    The prerequisite conditions that must all be satisfied
    ThenPaths List<EscalationPathPathIfElseThenPathIfElseThenPath>
    Then path nodes
    ElsePaths List<EscalationPathPathIfElseThenPathIfElseElsePath>
    The nodes that form the levels if our condition is not met
    Conditions []EscalationPathPathIfElseThenPathIfElseCondition
    The prerequisite conditions that must all be satisfied
    ThenPaths []EscalationPathPathIfElseThenPathIfElseThenPath
    Then path nodes
    ElsePaths []EscalationPathPathIfElseThenPathIfElseElsePath
    The nodes that form the levels if our condition is not met
    conditions List<EscalationPathPathIfElseThenPathIfElseCondition>
    The prerequisite conditions that must all be satisfied
    thenPaths List<EscalationPathPathIfElseThenPathIfElseThenPath>
    Then path nodes
    elsePaths List<EscalationPathPathIfElseThenPathIfElseElsePath>
    The nodes that form the levels if our condition is not met
    conditions EscalationPathPathIfElseThenPathIfElseCondition[]
    The prerequisite conditions that must all be satisfied
    thenPaths EscalationPathPathIfElseThenPathIfElseThenPath[]
    Then path nodes
    elsePaths EscalationPathPathIfElseThenPathIfElseElsePath[]
    The nodes that form the levels if our condition is not met
    conditions List<Property Map>
    The prerequisite conditions that must all be satisfied
    thenPaths List<Property Map>
    Then path nodes
    elsePaths List<Property Map>
    The nodes that form the levels if our condition is not met

    EscalationPathPathIfElseThenPathIfElseCondition, EscalationPathPathIfElseThenPathIfElseConditionArgs

    Operation string
    The logical operation to be applied
    ParamBindings List<EscalationPathPathIfElseThenPathIfElseConditionParamBinding>
    Bindings for the operation parameters
    Subject string
    The subject of the condition, on which the operation is applied
    Operation string
    The logical operation to be applied
    ParamBindings []EscalationPathPathIfElseThenPathIfElseConditionParamBinding
    Bindings for the operation parameters
    Subject string
    The subject of the condition, on which the operation is applied
    operation String
    The logical operation to be applied
    paramBindings List<EscalationPathPathIfElseThenPathIfElseConditionParamBinding>
    Bindings for the operation parameters
    subject String
    The subject of the condition, on which the operation is applied
    operation string
    The logical operation to be applied
    paramBindings EscalationPathPathIfElseThenPathIfElseConditionParamBinding[]
    Bindings for the operation parameters
    subject string
    The subject of the condition, on which the operation is applied
    operation str
    The logical operation to be applied
    param_bindings Sequence[EscalationPathPathIfElseThenPathIfElseConditionParamBinding]
    Bindings for the operation parameters
    subject str
    The subject of the condition, on which the operation is applied
    operation String
    The logical operation to be applied
    paramBindings List<Property Map>
    Bindings for the operation parameters
    subject String
    The subject of the condition, on which the operation is applied

    EscalationPathPathIfElseThenPathIfElseConditionParamBinding, EscalationPathPathIfElseThenPathIfElseConditionParamBindingArgs

    arrayValues List<Property Map>
    The array of literal or reference parameter values
    value Property Map
    The literal or reference parameter value

    EscalationPathPathIfElseThenPathIfElseConditionParamBindingArrayValue, EscalationPathPathIfElseThenPathIfElseConditionParamBindingArrayValueArgs

    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal string
    If set, this is the literal value of the step parameter
    reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal str
    If set, this is the literal value of the step parameter
    reference str
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter

    EscalationPathPathIfElseThenPathIfElseConditionParamBindingValue, EscalationPathPathIfElseThenPathIfElseConditionParamBindingValueArgs

    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal string
    If set, this is the literal value of the step parameter
    reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal str
    If set, this is the literal value of the step parameter
    reference str
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter

    EscalationPathPathIfElseThenPathIfElseElsePath, EscalationPathPathIfElseThenPathIfElseElsePathArgs

    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    IfElse EscalationPathPathIfElseThenPathIfElseElsePathIfElse
    Level EscalationPathPathIfElseThenPathIfElseElsePathLevel
    NotifyChannel EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat EscalationPathPathIfElseThenPathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    IfElse EscalationPathPathIfElseThenPathIfElseElsePathIfElse
    Level EscalationPathPathIfElseThenPathIfElseElsePathLevel
    NotifyChannel EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat EscalationPathPathIfElseThenPathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    ifElse EscalationPathPathIfElseThenPathIfElseElsePathIfElse
    level EscalationPathPathIfElseThenPathIfElseElsePathLevel
    notifyChannel EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat EscalationPathPathIfElseThenPathIfElseElsePathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    ifElse EscalationPathPathIfElseThenPathIfElseElsePathIfElse
    level EscalationPathPathIfElseThenPathIfElseElsePathLevel
    notifyChannel EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat EscalationPathPathIfElseThenPathIfElseElsePathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    if_else EscalationPathPathIfElseThenPathIfElseElsePathIfElse
    level EscalationPathPathIfElseThenPathIfElseElsePathLevel
    notify_channel EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat EscalationPathPathIfElseThenPathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    ifElse Property Map
    level Property Map
    notifyChannel Property Map
    repeat Property Map

    EscalationPathPathIfElseThenPathIfElseElsePathIfElse, EscalationPathPathIfElseThenPathIfElseElsePathIfElseArgs

    conditions List<Property Map>
    The prerequisite conditions that must all be satisfied
    thenPaths List<Property Map>
    Then path nodes
    elsePaths List<Property Map>
    The nodes that form the levels if our condition is not met

    EscalationPathPathIfElseThenPathIfElseElsePathIfElseCondition, EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionArgs

    Operation string
    The logical operation to be applied
    ParamBindings List<EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBinding>
    Bindings for the operation parameters
    Subject string
    The subject of the condition, on which the operation is applied
    Operation string
    The logical operation to be applied
    ParamBindings []EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBinding
    Bindings for the operation parameters
    Subject string
    The subject of the condition, on which the operation is applied
    operation String
    The logical operation to be applied
    paramBindings List<EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBinding>
    Bindings for the operation parameters
    subject String
    The subject of the condition, on which the operation is applied
    operation string
    The logical operation to be applied
    paramBindings EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBinding[]
    Bindings for the operation parameters
    subject string
    The subject of the condition, on which the operation is applied
    operation str
    The logical operation to be applied
    param_bindings Sequence[EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBinding]
    Bindings for the operation parameters
    subject str
    The subject of the condition, on which the operation is applied
    operation String
    The logical operation to be applied
    paramBindings List<Property Map>
    Bindings for the operation parameters
    subject String
    The subject of the condition, on which the operation is applied

    EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBinding, EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArgs

    arrayValues List<Property Map>
    The array of literal or reference parameter values
    value Property Map
    The literal or reference parameter value

    EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArrayValue, EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArrayValueArgs

    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal string
    If set, this is the literal value of the step parameter
    reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal str
    If set, this is the literal value of the step parameter
    reference str
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter

    EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingValue, EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingValueArgs

    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal string
    If set, this is the literal value of the step parameter
    reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal str
    If set, this is the literal value of the step parameter
    reference str
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter

    EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePath, EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathArgs

    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    Level EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    NotifyChannel EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    Level EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    NotifyChannel EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    notifyChannel EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    notifyChannel EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    notify_channel EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level Property Map
    notifyChannel Property Map
    repeat Property Map

    EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevel, EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelArgs

    Targets List<EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget[]
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget]
    The targets (users or schedules) for this level
    round_robin_config EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (users or schedules) for this level
    roundRobinConfig Property Map
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig, EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfigArgs

    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds float64
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled bool
    Whether round robin is enabled for this level
    rotate_after_seconds float
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.

    EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget, EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel, EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelArgs

    Targets List<EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget>
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget[]
    The targets (Slack channels) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget]
    The targets (Slack channels) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget, EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat, EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathRepeatArgs

    RepeatTimes double
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    RepeatTimes float64
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    repeatTimes Double
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.
    repeatTimes number
    How many times to repeat these nodes
    toNode string
    Which node ID we begin repeating from.
    repeat_times float
    How many times to repeat these nodes
    to_node str
    Which node ID we begin repeating from.
    repeatTimes Number
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.

    EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPath, EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathArgs

    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    Level EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    NotifyChannel EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    Level EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    NotifyChannel EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    notifyChannel EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    notifyChannel EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    notify_channel EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level Property Map
    notifyChannel Property Map
    repeat Property Map

    EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevel, EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelArgs

    Targets List<EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget[]
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget]
    The targets (users or schedules) for this level
    round_robin_config EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (users or schedules) for this level
    roundRobinConfig Property Map
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig, EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfigArgs

    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds float64
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled bool
    Whether round robin is enabled for this level
    rotate_after_seconds float
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.

    EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget, EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel, EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelArgs

    Targets List<EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget>
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget[]
    The targets (Slack channels) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget]
    The targets (Slack channels) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget, EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat, EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathRepeatArgs

    RepeatTimes double
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    RepeatTimes float64
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    repeatTimes Double
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.
    repeatTimes number
    How many times to repeat these nodes
    toNode string
    Which node ID we begin repeating from.
    repeat_times float
    How many times to repeat these nodes
    to_node str
    Which node ID we begin repeating from.
    repeatTimes Number
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.

    EscalationPathPathIfElseThenPathIfElseElsePathLevel, EscalationPathPathIfElseThenPathIfElseElsePathLevelArgs

    Targets List<EscalationPathPathIfElseThenPathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseThenPathIfElseElsePathLevelTarget
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseThenPathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseThenPathIfElseElsePathLevelTarget[]
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseThenPathIfElseElsePathLevelTarget]
    The targets (users or schedules) for this level
    round_robin_config EscalationPathPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (users or schedules) for this level
    roundRobinConfig Property Map
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig, EscalationPathPathIfElseThenPathIfElseElsePathLevelRoundRobinConfigArgs

    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds float64
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled bool
    Whether round robin is enabled for this level
    rotate_after_seconds float
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.

    EscalationPathPathIfElseThenPathIfElseElsePathLevelTarget, EscalationPathPathIfElseThenPathIfElseElsePathLevelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannel, EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannelArgs

    Targets List<EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannelTarget>
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannelTarget
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannelTarget>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannelTarget[]
    The targets (Slack channels) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannelTarget]
    The targets (Slack channels) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannelTarget, EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseThenPathIfElseElsePathRepeat, EscalationPathPathIfElseThenPathIfElseElsePathRepeatArgs

    RepeatTimes double
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    RepeatTimes float64
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    repeatTimes Double
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.
    repeatTimes number
    How many times to repeat these nodes
    toNode string
    Which node ID we begin repeating from.
    repeat_times float
    How many times to repeat these nodes
    to_node str
    Which node ID we begin repeating from.
    repeatTimes Number
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.

    EscalationPathPathIfElseThenPathIfElseThenPath, EscalationPathPathIfElseThenPathIfElseThenPathArgs

    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    IfElse EscalationPathPathIfElseThenPathIfElseThenPathIfElse
    Level EscalationPathPathIfElseThenPathIfElseThenPathLevel
    NotifyChannel EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat EscalationPathPathIfElseThenPathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    IfElse EscalationPathPathIfElseThenPathIfElseThenPathIfElse
    Level EscalationPathPathIfElseThenPathIfElseThenPathLevel
    NotifyChannel EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat EscalationPathPathIfElseThenPathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    ifElse EscalationPathPathIfElseThenPathIfElseThenPathIfElse
    level EscalationPathPathIfElseThenPathIfElseThenPathLevel
    notifyChannel EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat EscalationPathPathIfElseThenPathIfElseThenPathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    ifElse EscalationPathPathIfElseThenPathIfElseThenPathIfElse
    level EscalationPathPathIfElseThenPathIfElseThenPathLevel
    notifyChannel EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat EscalationPathPathIfElseThenPathIfElseThenPathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    if_else EscalationPathPathIfElseThenPathIfElseThenPathIfElse
    level EscalationPathPathIfElseThenPathIfElseThenPathLevel
    notify_channel EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat EscalationPathPathIfElseThenPathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    ifElse Property Map
    level Property Map
    notifyChannel Property Map
    repeat Property Map

    EscalationPathPathIfElseThenPathIfElseThenPathIfElse, EscalationPathPathIfElseThenPathIfElseThenPathIfElseArgs

    conditions List<Property Map>
    The prerequisite conditions that must all be satisfied
    thenPaths List<Property Map>
    Then path nodes
    elsePaths List<Property Map>
    The nodes that form the levels if our condition is not met

    EscalationPathPathIfElseThenPathIfElseThenPathIfElseCondition, EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionArgs

    Operation string
    The logical operation to be applied
    ParamBindings List<EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBinding>
    Bindings for the operation parameters
    Subject string
    The subject of the condition, on which the operation is applied
    Operation string
    The logical operation to be applied
    ParamBindings []EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBinding
    Bindings for the operation parameters
    Subject string
    The subject of the condition, on which the operation is applied
    operation String
    The logical operation to be applied
    paramBindings List<EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBinding>
    Bindings for the operation parameters
    subject String
    The subject of the condition, on which the operation is applied
    operation string
    The logical operation to be applied
    paramBindings EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBinding[]
    Bindings for the operation parameters
    subject string
    The subject of the condition, on which the operation is applied
    operation str
    The logical operation to be applied
    param_bindings Sequence[EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBinding]
    Bindings for the operation parameters
    subject str
    The subject of the condition, on which the operation is applied
    operation String
    The logical operation to be applied
    paramBindings List<Property Map>
    Bindings for the operation parameters
    subject String
    The subject of the condition, on which the operation is applied

    EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBinding, EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArgs

    arrayValues List<Property Map>
    The array of literal or reference parameter values
    value Property Map
    The literal or reference parameter value

    EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArrayValue, EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArrayValueArgs

    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal string
    If set, this is the literal value of the step parameter
    reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal str
    If set, this is the literal value of the step parameter
    reference str
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter

    EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingValue, EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingValueArgs

    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    Literal string
    If set, this is the literal value of the step parameter
    Reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal string
    If set, this is the literal value of the step parameter
    reference string
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal str
    If set, this is the literal value of the step parameter
    reference str
    If set, this is the reference into the trigger scope that is the value of this parameter
    literal String
    If set, this is the literal value of the step parameter
    reference String
    If set, this is the reference into the trigger scope that is the value of this parameter

    EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePath, EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathArgs

    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    Level EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    NotifyChannel EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    Level EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    NotifyChannel EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    notifyChannel EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    notifyChannel EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    notify_channel EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level Property Map
    notifyChannel Property Map
    repeat Property Map

    EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevel, EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelArgs

    Targets List<EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget[]
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget]
    The targets (users or schedules) for this level
    round_robin_config EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (users or schedules) for this level
    roundRobinConfig Property Map
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig, EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfigArgs

    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds float64
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled bool
    Whether round robin is enabled for this level
    rotate_after_seconds float
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.

    EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget, EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel, EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelArgs

    Targets List<EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget>
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget[]
    The targets (Slack channels) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget]
    The targets (Slack channels) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget, EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat, EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathRepeatArgs

    RepeatTimes double
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    RepeatTimes float64
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    repeatTimes Double
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.
    repeatTimes number
    How many times to repeat these nodes
    toNode string
    Which node ID we begin repeating from.
    repeat_times float
    How many times to repeat these nodes
    to_node str
    Which node ID we begin repeating from.
    repeatTimes Number
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.

    EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPath, EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathArgs

    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    Level EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    NotifyChannel EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    Level EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    NotifyChannel EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    notifyChannel EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    notifyChannel EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    notify_channel EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String

    An ID for this node, unique within the escalation path.

    This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.

    level Property Map
    notifyChannel Property Map
    repeat Property Map

    EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevel, EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelArgs

    Targets List<EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget[]
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget]
    The targets (users or schedules) for this level
    round_robin_config EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (users or schedules) for this level
    roundRobinConfig Property Map
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig, EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfigArgs

    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds float64
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled bool
    Whether round robin is enabled for this level
    rotate_after_seconds float
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.

    EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget, EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel, EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelArgs

    Targets List<EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget>
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget[]
    The targets (Slack channels) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget]
    The targets (Slack channels) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget, EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat, EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathRepeatArgs

    RepeatTimes double
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    RepeatTimes float64
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    repeatTimes Double
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.
    repeatTimes number
    How many times to repeat these nodes
    toNode string
    Which node ID we begin repeating from.
    repeat_times float
    How many times to repeat these nodes
    to_node str
    Which node ID we begin repeating from.
    repeatTimes Number
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.

    EscalationPathPathIfElseThenPathIfElseThenPathLevel, EscalationPathPathIfElseThenPathIfElseThenPathLevelArgs

    Targets List<EscalationPathPathIfElseThenPathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseThenPathIfElseThenPathLevelTarget
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseThenPathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseThenPathIfElseThenPathLevelTarget[]
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseThenPathIfElseThenPathLevelTarget]
    The targets (users or schedules) for this level
    round_robin_config EscalationPathPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (users or schedules) for this level
    roundRobinConfig Property Map
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig, EscalationPathPathIfElseThenPathIfElseThenPathLevelRoundRobinConfigArgs

    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds float64
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled bool
    Whether round robin is enabled for this level
    rotate_after_seconds float
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.

    EscalationPathPathIfElseThenPathIfElseThenPathLevelTarget, EscalationPathPathIfElseThenPathIfElseThenPathLevelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannel, EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelArgs

    Targets List<EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelTarget>
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelTarget
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelTarget>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelTarget[]
    The targets (Slack channels) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelTarget]
    The targets (Slack channels) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelTarget, EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseThenPathIfElseThenPathRepeat, EscalationPathPathIfElseThenPathIfElseThenPathRepeatArgs

    RepeatTimes double
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    RepeatTimes float64
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    repeatTimes Double
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.
    repeatTimes number
    How many times to repeat these nodes
    toNode string
    Which node ID we begin repeating from.
    repeat_times float
    How many times to repeat these nodes
    to_node str
    Which node ID we begin repeating from.
    repeatTimes Number
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.

    EscalationPathPathIfElseThenPathLevel, EscalationPathPathIfElseThenPathLevelArgs

    Targets List<EscalationPathPathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseThenPathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseThenPathLevelTarget
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathIfElseThenPathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseThenPathLevelRoundRobinConfig
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseThenPathLevelTarget[]
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathIfElseThenPathLevelRoundRobinConfig
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseThenPathLevelTarget]
    The targets (users or schedules) for this level
    round_robin_config EscalationPathPathIfElseThenPathLevelRoundRobinConfig
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (users or schedules) for this level
    roundRobinConfig Property Map
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseThenPathLevelRoundRobinConfig, EscalationPathPathIfElseThenPathLevelRoundRobinConfigArgs

    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds float64
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled bool
    Whether round robin is enabled for this level
    rotate_after_seconds float
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.

    EscalationPathPathIfElseThenPathLevelTarget, EscalationPathPathIfElseThenPathLevelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseThenPathNotifyChannel, EscalationPathPathIfElseThenPathNotifyChannelArgs

    Targets List<EscalationPathPathIfElseThenPathNotifyChannelTarget>
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathIfElseThenPathNotifyChannelTarget
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathIfElseThenPathNotifyChannelTarget>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathIfElseThenPathNotifyChannelTarget[]
    The targets (Slack channels) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathIfElseThenPathNotifyChannelTarget]
    The targets (Slack channels) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathIfElseThenPathNotifyChannelTarget, EscalationPathPathIfElseThenPathNotifyChannelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathIfElseThenPathRepeat, EscalationPathPathIfElseThenPathRepeatArgs

    RepeatTimes double
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    RepeatTimes float64
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    repeatTimes Double
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.
    repeatTimes number
    How many times to repeat these nodes
    toNode string
    Which node ID we begin repeating from.
    repeat_times float
    How many times to repeat these nodes
    to_node str
    Which node ID we begin repeating from.
    repeatTimes Number
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.

    EscalationPathPathLevel, EscalationPathPathLevelArgs

    Targets List<EscalationPathPathLevelTarget>
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathLevelTarget
    The targets (users or schedules) for this level
    RoundRobinConfig EscalationPathPathLevelRoundRobinConfig
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathLevelTarget>
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathLevelRoundRobinConfig
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathLevelTarget[]
    The targets (users or schedules) for this level
    roundRobinConfig EscalationPathPathLevelRoundRobinConfig
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathLevelTarget]
    The targets (users or schedules) for this level
    round_robin_config EscalationPathPathLevelRoundRobinConfig
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (users or schedules) for this level
    roundRobinConfig Property Map
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before proceeding to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathLevelRoundRobinConfig, EscalationPathPathLevelRoundRobinConfigArgs

    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    Enabled bool
    Whether round robin is enabled for this level
    RotateAfterSeconds float64
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Double
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled bool
    Whether round robin is enabled for this level
    rotate_after_seconds float
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
    enabled Boolean
    Whether round robin is enabled for this level
    rotateAfterSeconds Number
    How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.

    EscalationPathPathLevelTarget, EscalationPathPathLevelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathNotifyChannel, EscalationPathPathNotifyChannelArgs

    Targets List<EscalationPathPathNotifyChannelTarget>
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    Targets []EscalationPathPathNotifyChannelTarget
    The targets (Slack channels) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    TimeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathPathNotifyChannelTarget>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets EscalationPathPathNotifyChannelTarget[]
    The targets (Slack channels) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets Sequence[EscalationPathPathNotifyChannelTarget]
    The targets (Slack channels) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    time_to_ack_weekday_interval_config_id str
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<Property Map>
    The targets (Slack channels) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before moving on to the next node in the path?
    timeToAckWeekdayIntervalConfigId String
    If the time to ack is relative to a time window, this identifies which window it is relative to

    EscalationPathPathNotifyChannelTarget, EscalationPathPathNotifyChannelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    Urgency string
    The urgency of this escalation path target
    ScheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency string
    The urgency of this escalation path target
    scheduleMode string
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency str
    The urgency of this escalation path target
    schedule_mode str
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User
    urgency String
    The urgency of this escalation path target
    scheduleMode String
    Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule

    EscalationPathPathRepeat, EscalationPathPathRepeatArgs

    RepeatTimes double
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    RepeatTimes float64
    How many times to repeat these nodes
    ToNode string
    Which node ID we begin repeating from.
    repeatTimes Double
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.
    repeatTimes number
    How many times to repeat these nodes
    toNode string
    Which node ID we begin repeating from.
    repeat_times float
    How many times to repeat these nodes
    to_node str
    Which node ID we begin repeating from.
    repeatTimes Number
    How many times to repeat these nodes
    toNode String
    Which node ID we begin repeating from.

    EscalationPathWorkingHour, EscalationPathWorkingHourArgs

    Id string
    The unique identifier for this set of working intervals
    Name string
    A human readable label for this set of working intervals
    Timezone string
    How to interpret all the intervals
    WeekdayIntervals List<EscalationPathWorkingHourWeekdayInterval>
    Id string
    The unique identifier for this set of working intervals
    Name string
    A human readable label for this set of working intervals
    Timezone string
    How to interpret all the intervals
    WeekdayIntervals []EscalationPathWorkingHourWeekdayInterval
    id String
    The unique identifier for this set of working intervals
    name String
    A human readable label for this set of working intervals
    timezone String
    How to interpret all the intervals
    weekdayIntervals List<EscalationPathWorkingHourWeekdayInterval>
    id string
    The unique identifier for this set of working intervals
    name string
    A human readable label for this set of working intervals
    timezone string
    How to interpret all the intervals
    weekdayIntervals EscalationPathWorkingHourWeekdayInterval[]
    id str
    The unique identifier for this set of working intervals
    name str
    A human readable label for this set of working intervals
    timezone str
    How to interpret all the intervals
    weekday_intervals Sequence[EscalationPathWorkingHourWeekdayInterval]
    id String
    The unique identifier for this set of working intervals
    name String
    A human readable label for this set of working intervals
    timezone String
    How to interpret all the intervals
    weekdayIntervals List<Property Map>

    EscalationPathWorkingHourWeekdayInterval, EscalationPathWorkingHourWeekdayIntervalArgs

    EndTime string
    End time of the interval, in 24hr format
    StartTime string
    Start time of the interval, in 24hr format
    Weekday string
    Weekdays for use within a schedule or escalation path
    EndTime string
    End time of the interval, in 24hr format
    StartTime string
    Start time of the interval, in 24hr format
    Weekday string
    Weekdays for use within a schedule or escalation path
    endTime String
    End time of the interval, in 24hr format
    startTime String
    Start time of the interval, in 24hr format
    weekday String
    Weekdays for use within a schedule or escalation path
    endTime string
    End time of the interval, in 24hr format
    startTime string
    Start time of the interval, in 24hr format
    weekday string
    Weekdays for use within a schedule or escalation path
    end_time str
    End time of the interval, in 24hr format
    start_time str
    Start time of the interval, in 24hr format
    weekday str
    Weekdays for use within a schedule or escalation path
    endTime String
    End time of the interval, in 24hr format
    startTime String
    Start time of the interval, in 24hr format
    weekday String
    Weekdays for use within a schedule or escalation path

    Import

    #!/bin/bash

    Import an escalation path using its ID

    Replace the ID with a real ID from your incident.io organization

    $ pulumi import incident:index/escalationPath:EscalationPath example 01ABC123DEF456GHI789JKL
    

    To learn more about importing existing cloud resources, see Importing resources.

    Package Details

    Repository
    incident incident-io/terraform-provider-incident
    License
    Notes
    This Pulumi package is based on the incident Terraform Provider.
    incident logo
    incident 5.5.0 published on Wednesday, Apr 30, 2025 by incident-io