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Viewing docs for incident 7.0.0
published on Friday, Sep 11, 2026 by incident-io
Viewing docs for incident 7.0.0
published on Friday, Sep 11, 2026 by incident-io

    Example Usage

    Example coming soon!
    
    Example coming soon!
    
    Example coming soon!
    
    Example coming soon!
    
    Example coming soon!
    
    resources:
      # A last resort path, which the path below hands over to out of hours.
      fallback:
        type: incident:EscalationPath
        properties:
          name: Fallback
          path:
            - type: level
              level:
                targets:
                  - type: user
                    id: ${onCall.id}
                    urgency: high
                timeToAckSeconds: 300
      # The same escalation path as the incident_escalation_path example, written as a
      # flat map of sequences: if in working hours, page with high urgency; otherwise
      # page with low urgency.
      urgentSupport:
        type: incident:EscalationPath
        name: urgent_support
        properties:
          name: Urgent support
          start: main
          sequences:
            main:
              nodes:
                - id: start
                  branch:
                    if:
                      workingHoursActive: UK
                    then: in_hours
                    else: out_of_hours
            in_hours:
              nodes:
                - level:
                    targets:
                      - type: user
                        id: ${onCall.id}
                        urgency: high
                    timeToAckSeconds: 300
                - delay:
                    delaySeconds: 120
                - loop:
                    backTo: start
                    times: 3
            out_of_hours:
              nodes:
                - level:
                    targets:
                      - type: user
                        id: ${onCall.id}
                        urgency: low
                    timeToAckSeconds: 300
                - escalationPath:
                    escalationPathId: ${fallback.id}
          workingHours:
            - id: UK
              name: UK
              timezone: Europe/London
              weekdayIntervals:
                - weekday: monday
                  startTime: 09:00
                  endTime: 17:00
    variables:
      # Look up a user to page. Escalation path targets can also be schedules or
      # Slack/Teams channels; see the `type` attribute on each target.
      onCall:
        fn::invoke:
          function: incident:getUser
          arguments:
            email: on-call@example.com
    
    Example coming soon!
    

    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,
                       sequences: Optional[Mapping[str, EscalationPathSequencesArgs]] = None,
                       start: Optional[str] = None,
                       name: Optional[str] = None,
                       repeat_config: Optional[EscalationPathRepeatConfigArgs] = 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.
    
    
    resource "incident_escalation_path" "name" {
        # resource properties
    }

    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()
    {
        Sequences = 
        {
            { "string", new Incident.Inputs.EscalationPathSequencesArgs
            {
                Nodes = new[]
                {
                    new Incident.Inputs.EscalationPathSequencesNodeArgs
                    {
                        Branch = new Incident.Inputs.EscalationPathSequencesNodeBranchArgs
                        {
                            If = new Incident.Inputs.EscalationPathSequencesNodeBranchIfArgs
                            {
                                PriorityOneOfs = new[]
                                {
                                    "string",
                                },
                                WorkingHoursActive = "string",
                            },
                            Then = "string",
                            Else = "string",
                        },
                        Delay = new Incident.Inputs.EscalationPathSequencesNodeDelayArgs
                        {
                            DelayIntervalCondition = "string",
                            DelaySeconds = 0.0,
                            DelayWeekdayIntervalConfigId = "string",
                        },
                        EscalationPath = new Incident.Inputs.EscalationPathSequencesNodeEscalationPathArgs
                        {
                            EscalationPathId = "string",
                        },
                        Id = "string",
                        Level = new Incident.Inputs.EscalationPathSequencesNodeLevelArgs
                        {
                            Targets = new[]
                            {
                                new Incident.Inputs.EscalationPathSequencesNodeLevelTargetArgs
                                {
                                    Id = "string",
                                    Type = "string",
                                    Urgency = "string",
                                    ScheduleMode = "string",
                                    SelectedRotaId = "string",
                                },
                            },
                            AckMode = "string",
                            RetryConfig = new Incident.Inputs.EscalationPathSequencesNodeLevelRetryConfigArgs
                            {
                                Attempts = 0.0,
                                IntervalSeconds = 0.0,
                            },
                            RoundRobinConfig = new Incident.Inputs.EscalationPathSequencesNodeLevelRoundRobinConfigArgs
                            {
                                Enabled = false,
                                RotateAfterSeconds = 0.0,
                            },
                            TimeToAckIntervalCondition = "string",
                            TimeToAckSeconds = 0.0,
                            TimeToAckWeekdayIntervalConfigId = "string",
                        },
                        Loop = new Incident.Inputs.EscalationPathSequencesNodeLoopArgs
                        {
                            BackTo = "string",
                            Times = 0.0,
                        },
                        NotifyChannel = new Incident.Inputs.EscalationPathSequencesNodeNotifyChannelArgs
                        {
                            Targets = new[]
                            {
                                new Incident.Inputs.EscalationPathSequencesNodeNotifyChannelTargetArgs
                                {
                                    Id = "string",
                                    Type = "string",
                                    Urgency = "string",
                                    ScheduleMode = "string",
                                    SelectedRotaId = "string",
                                },
                            },
                            TimeToAckIntervalCondition = "string",
                            TimeToAckSeconds = 0.0,
                            TimeToAckWeekdayIntervalConfigId = "string",
                        },
                    },
                },
            } },
        },
        Start = "string",
        Name = "string",
        RepeatConfig = new Incident.Inputs.EscalationPathRepeatConfigArgs
        {
            DelayRepeatOnActivity = false,
            RepeatAfterSeconds = 0.0,
        },
        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{
    	Sequences: incident.EscalationPathSequencesMap{
    		"string": &incident.EscalationPathSequencesArgs{
    			Nodes: incident.EscalationPathSequencesNodeArray{
    				&incident.EscalationPathSequencesNodeArgs{
    					Branch: &incident.EscalationPathSequencesNodeBranchArgs{
    						If: &incident.EscalationPathSequencesNodeBranchIfArgs{
    							PriorityOneOfs: pulumi.StringArray{
    								pulumi.String("string"),
    							},
    							WorkingHoursActive: pulumi.String("string"),
    						},
    						Then: pulumi.String("string"),
    						Else: pulumi.String("string"),
    					},
    					Delay: &incident.EscalationPathSequencesNodeDelayArgs{
    						DelayIntervalCondition:       pulumi.String("string"),
    						DelaySeconds:                 pulumi.Float64(0),
    						DelayWeekdayIntervalConfigId: pulumi.String("string"),
    					},
    					EscalationPath: &incident.EscalationPathSequencesNodeEscalationPathArgs{
    						EscalationPathId: pulumi.String("string"),
    					},
    					Id: pulumi.String("string"),
    					Level: &incident.EscalationPathSequencesNodeLevelArgs{
    						Targets: incident.EscalationPathSequencesNodeLevelTargetArray{
    							&incident.EscalationPathSequencesNodeLevelTargetArgs{
    								Id:             pulumi.String("string"),
    								Type:           pulumi.String("string"),
    								Urgency:        pulumi.String("string"),
    								ScheduleMode:   pulumi.String("string"),
    								SelectedRotaId: pulumi.String("string"),
    							},
    						},
    						AckMode: pulumi.String("string"),
    						RetryConfig: &incident.EscalationPathSequencesNodeLevelRetryConfigArgs{
    							Attempts:        pulumi.Float64(0),
    							IntervalSeconds: pulumi.Float64(0),
    						},
    						RoundRobinConfig: &incident.EscalationPathSequencesNodeLevelRoundRobinConfigArgs{
    							Enabled:            pulumi.Bool(false),
    							RotateAfterSeconds: pulumi.Float64(0),
    						},
    						TimeToAckIntervalCondition:       pulumi.String("string"),
    						TimeToAckSeconds:                 pulumi.Float64(0),
    						TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    					},
    					Loop: &incident.EscalationPathSequencesNodeLoopArgs{
    						BackTo: pulumi.String("string"),
    						Times:  pulumi.Float64(0),
    					},
    					NotifyChannel: &incident.EscalationPathSequencesNodeNotifyChannelArgs{
    						Targets: incident.EscalationPathSequencesNodeNotifyChannelTargetArray{
    							&incident.EscalationPathSequencesNodeNotifyChannelTargetArgs{
    								Id:             pulumi.String("string"),
    								Type:           pulumi.String("string"),
    								Urgency:        pulumi.String("string"),
    								ScheduleMode:   pulumi.String("string"),
    								SelectedRotaId: pulumi.String("string"),
    							},
    						},
    						TimeToAckIntervalCondition:       pulumi.String("string"),
    						TimeToAckSeconds:                 pulumi.Float64(0),
    						TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
    					},
    				},
    			},
    		},
    	},
    	Start: pulumi.String("string"),
    	Name:  pulumi.String("string"),
    	RepeatConfig: &incident.EscalationPathRepeatConfigArgs{
    		DelayRepeatOnActivity: pulumi.Bool(false),
    		RepeatAfterSeconds:    pulumi.Float64(0),
    	},
    	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"),
    				},
    			},
    		},
    	},
    })
    
    resource "incident_escalation_path" "escalationPathResource" {
      lifecycle {
        create_before_destroy = true
      }
      sequences = {
        "string" = {
          nodes = [{
            branch = {
              if = {
                priority_one_ofs     = ["string"]
                working_hours_active = "string"
              }
              then = "string"
              else = "string"
            }
            delay = {
              delay_interval_condition         = "string"
              delay_seconds                    = 0
              delay_weekday_interval_config_id = "string"
            }
            escalation_path = {
              escalation_path_id = "string"
            }
            id = "string"
            level = {
              targets = [{
                id               = "string"
                type             = "string"
                urgency          = "string"
                schedule_mode    = "string"
                selected_rota_id = "string"
              }]
              ack_mode = "string"
              retry_config = {
                attempts         = 0
                interval_seconds = 0
              }
              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"
            }
            loop = {
              back_to = "string"
              times   = 0
            }
            notify_channel = {
              targets = [{
                id               = "string"
                type             = "string"
                urgency          = "string"
                schedule_mode    = "string"
                selected_rota_id = "string"
              }]
              time_to_ack_interval_condition         = "string"
              time_to_ack_seconds                    = 0
              time_to_ack_weekday_interval_config_id = "string"
            }
          }]
        }
      }
      start = "string"
      name  = "string"
      repeat_config = {
        delay_repeat_on_activity = false
        repeat_after_seconds     = 0
      }
      team_ids = ["string"]
      working_hours {
        id       = "string"
        name     = "string"
        timezone = "string"
        weekday_intervals {
          end_time   = "string"
          start_time = "string"
          weekday    = "string"
        }
      }
    }
    
    var escalationPathResource = new EscalationPath("escalationPathResource", EscalationPathArgs.builder()
        .sequences(Map.of("string", EscalationPathSequencesArgs.builder()
            .nodes(EscalationPathSequencesNodeArgs.builder()
                .branch(EscalationPathSequencesNodeBranchArgs.builder()
                    .if_(EscalationPathSequencesNodeBranchIfArgs.builder()
                        .priorityOneOfs("string")
                        .workingHoursActive("string")
                        .build())
                    .then("string")
                    .else_("string")
                    .build())
                .delay(EscalationPathSequencesNodeDelayArgs.builder()
                    .delayIntervalCondition("string")
                    .delaySeconds(0.0)
                    .delayWeekdayIntervalConfigId("string")
                    .build())
                .escalationPath(EscalationPathSequencesNodeEscalationPathArgs.builder()
                    .escalationPathId("string")
                    .build())
                .id("string")
                .level(EscalationPathSequencesNodeLevelArgs.builder()
                    .targets(EscalationPathSequencesNodeLevelTargetArgs.builder()
                        .id("string")
                        .type("string")
                        .urgency("string")
                        .scheduleMode("string")
                        .selectedRotaId("string")
                        .build())
                    .ackMode("string")
                    .retryConfig(EscalationPathSequencesNodeLevelRetryConfigArgs.builder()
                        .attempts(0.0)
                        .intervalSeconds(0.0)
                        .build())
                    .roundRobinConfig(EscalationPathSequencesNodeLevelRoundRobinConfigArgs.builder()
                        .enabled(false)
                        .rotateAfterSeconds(0.0)
                        .build())
                    .timeToAckIntervalCondition("string")
                    .timeToAckSeconds(0.0)
                    .timeToAckWeekdayIntervalConfigId("string")
                    .build())
                .loop(EscalationPathSequencesNodeLoopArgs.builder()
                    .backTo("string")
                    .times(0.0)
                    .build())
                .notifyChannel(EscalationPathSequencesNodeNotifyChannelArgs.builder()
                    .targets(EscalationPathSequencesNodeNotifyChannelTargetArgs.builder()
                        .id("string")
                        .type("string")
                        .urgency("string")
                        .scheduleMode("string")
                        .selectedRotaId("string")
                        .build())
                    .timeToAckIntervalCondition("string")
                    .timeToAckSeconds(0.0)
                    .timeToAckWeekdayIntervalConfigId("string")
                    .build())
                .build())
            .build()))
        .start("string")
        .name("string")
        .repeatConfig(EscalationPathRepeatConfigArgs.builder()
            .delayRepeatOnActivity(false)
            .repeatAfterSeconds(0.0)
            .build())
        .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",
        sequences={
            "string": {
                "nodes": [{
                    "branch": {
                        "if_": {
                            "priority_one_ofs": ["string"],
                            "working_hours_active": "string",
                        },
                        "then": "string",
                        "else_": "string",
                    },
                    "delay": {
                        "delay_interval_condition": "string",
                        "delay_seconds": float(0),
                        "delay_weekday_interval_config_id": "string",
                    },
                    "escalation_path": {
                        "escalation_path_id": "string",
                    },
                    "id": "string",
                    "level": {
                        "targets": [{
                            "id": "string",
                            "type": "string",
                            "urgency": "string",
                            "schedule_mode": "string",
                            "selected_rota_id": "string",
                        }],
                        "ack_mode": "string",
                        "retry_config": {
                            "attempts": float(0),
                            "interval_seconds": float(0),
                        },
                        "round_robin_config": {
                            "enabled": False,
                            "rotate_after_seconds": float(0),
                        },
                        "time_to_ack_interval_condition": "string",
                        "time_to_ack_seconds": float(0),
                        "time_to_ack_weekday_interval_config_id": "string",
                    },
                    "loop": {
                        "back_to": "string",
                        "times": float(0),
                    },
                    "notify_channel": {
                        "targets": [{
                            "id": "string",
                            "type": "string",
                            "urgency": "string",
                            "schedule_mode": "string",
                            "selected_rota_id": "string",
                        }],
                        "time_to_ack_interval_condition": "string",
                        "time_to_ack_seconds": float(0),
                        "time_to_ack_weekday_interval_config_id": "string",
                    },
                }],
            },
        },
        start="string",
        name="string",
        repeat_config={
            "delay_repeat_on_activity": False,
            "repeat_after_seconds": float(0),
        },
        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", {
        sequences: {
            string: {
                nodes: [{
                    branch: {
                        "if": {
                            priorityOneOfs: ["string"],
                            workingHoursActive: "string",
                        },
                        then: "string",
                        "else": "string",
                    },
                    delay: {
                        delayIntervalCondition: "string",
                        delaySeconds: 0,
                        delayWeekdayIntervalConfigId: "string",
                    },
                    escalationPath: {
                        escalationPathId: "string",
                    },
                    id: "string",
                    level: {
                        targets: [{
                            id: "string",
                            type: "string",
                            urgency: "string",
                            scheduleMode: "string",
                            selectedRotaId: "string",
                        }],
                        ackMode: "string",
                        retryConfig: {
                            attempts: 0,
                            intervalSeconds: 0,
                        },
                        roundRobinConfig: {
                            enabled: false,
                            rotateAfterSeconds: 0,
                        },
                        timeToAckIntervalCondition: "string",
                        timeToAckSeconds: 0,
                        timeToAckWeekdayIntervalConfigId: "string",
                    },
                    loop: {
                        backTo: "string",
                        times: 0,
                    },
                    notifyChannel: {
                        targets: [{
                            id: "string",
                            type: "string",
                            urgency: "string",
                            scheduleMode: "string",
                            selectedRotaId: "string",
                        }],
                        timeToAckIntervalCondition: "string",
                        timeToAckSeconds: 0,
                        timeToAckWeekdayIntervalConfigId: "string",
                    },
                }],
            },
        },
        start: "string",
        name: "string",
        repeatConfig: {
            delayRepeatOnActivity: false,
            repeatAfterSeconds: 0,
        },
        teamIds: ["string"],
        workingHours: [{
            id: "string",
            name: "string",
            timezone: "string",
            weekdayIntervals: [{
                endTime: "string",
                startTime: "string",
                weekday: "string",
            }],
        }],
    });
    
    type: incident:EscalationPath
    properties:
        name: string
        repeatConfig:
            delayRepeatOnActivity: false
            repeatAfterSeconds: 0
        sequences:
            string:
                nodes:
                    - branch:
                        else: string
                        if:
                            priorityOneOfs:
                                - string
                            workingHoursActive: string
                        then: string
                      delay:
                        delayIntervalCondition: string
                        delaySeconds: 0
                        delayWeekdayIntervalConfigId: string
                      escalationPath:
                        escalationPathId: string
                      id: string
                      level:
                        ackMode: string
                        retryConfig:
                            attempts: 0
                            intervalSeconds: 0
                        roundRobinConfig:
                            enabled: false
                            rotateAfterSeconds: 0
                        targets:
                            - id: string
                              scheduleMode: string
                              selectedRotaId: string
                              type: string
                              urgency: string
                        timeToAckIntervalCondition: string
                        timeToAckSeconds: 0
                        timeToAckWeekdayIntervalConfigId: string
                      loop:
                        backTo: string
                        times: 0
                      notifyChannel:
                        targets:
                            - id: string
                              scheduleMode: string
                              selectedRotaId: string
                              type: string
                              urgency: string
                        timeToAckIntervalCondition: string
                        timeToAckSeconds: 0
                        timeToAckWeekdayIntervalConfigId: string
        start: 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:

    Sequences Dictionary<string, EscalationPathSequencesArgs>
    Named sequences of nodes, keyed by a name you choose. Each sequence either ends with a branch node or runs off the end of the escalation path. Branches reference other sequences by key.
    Start string
    The key of the sequence this escalation path begins with.
    Name string
    The name of this escalation path, for the user's reference.
    RepeatConfig EscalationPathRepeatConfig
    Controls if an escalation will repeat after acknowledgement, when the alert is unresolved. When configured, it will repeat after the specified delay.
    TeamIds List<string>
    IDs of the teams that own this escalation path. This will automatically sync escalation paths with the right teams in Catalog. If you have an escalation paths attribute on your Teams, this attribute is required.
    WorkingHours List<EscalationPathWorkingHour>
    The working hours for this escalation path.
    Sequences map[string]EscalationPathSequencesArgs
    Named sequences of nodes, keyed by a name you choose. Each sequence either ends with a branch node or runs off the end of the escalation path. Branches reference other sequences by key.
    Start string
    The key of the sequence this escalation path begins with.
    Name string
    The name of this escalation path, for the user's reference.
    RepeatConfig EscalationPathRepeatConfigArgs
    Controls if an escalation will repeat after acknowledgement, when the alert is unresolved. When configured, it will repeat after the specified delay.
    TeamIds []string
    IDs of the teams that own this escalation path. This will automatically sync escalation paths with the right teams in Catalog. If you have an escalation paths attribute on your Teams, this attribute is required.
    WorkingHours []EscalationPathWorkingHourArgs
    The working hours for this escalation path.
    sequences map(object)
    Named sequences of nodes, keyed by a name you choose. Each sequence either ends with a branch node or runs off the end of the escalation path. Branches reference other sequences by key.
    start string
    The key of the sequence this escalation path begins with.
    name string
    The name of this escalation path, for the user's reference.
    repeat_config object
    Controls if an escalation will repeat after acknowledgement, when the alert is unresolved. When configured, it will repeat after the specified delay.
    team_ids list(string)
    IDs of the teams that own this escalation path. This will automatically sync escalation paths with the right teams in Catalog. If you have an escalation paths attribute on your Teams, this attribute is required.
    working_hours list(object)
    The working hours for this escalation path.
    sequences Map<String,EscalationPathSequencesArgs>
    Named sequences of nodes, keyed by a name you choose. Each sequence either ends with a branch node or runs off the end of the escalation path. Branches reference other sequences by key.
    start String
    The key of the sequence this escalation path begins with.
    name String
    The name of this escalation path, for the user's reference.
    repeatConfig EscalationPathRepeatConfig
    Controls if an escalation will repeat after acknowledgement, when the alert is unresolved. When configured, it will repeat after the specified delay.
    teamIds List<String>
    IDs of the teams that own this escalation path. This will automatically sync escalation paths with the right teams in Catalog. If you have an escalation paths attribute on your Teams, this attribute is required.
    workingHours List<EscalationPathWorkingHour>
    The working hours for this escalation path.
    sequences {[key: string]: EscalationPathSequencesArgs}
    Named sequences of nodes, keyed by a name you choose. Each sequence either ends with a branch node or runs off the end of the escalation path. Branches reference other sequences by key.
    start string
    The key of the sequence this escalation path begins with.
    name string
    The name of this escalation path, for the user's reference.
    repeatConfig EscalationPathRepeatConfig
    Controls if an escalation will repeat after acknowledgement, when the alert is unresolved. When configured, it will repeat after the specified delay.
    teamIds string[]
    IDs of the teams that own this escalation path. This will automatically sync escalation paths with the right teams in Catalog. If you have an escalation paths attribute on your Teams, this attribute is required.
    workingHours EscalationPathWorkingHour[]
    The working hours for this escalation path.
    sequences Mapping[str, EscalationPathSequencesArgs]
    Named sequences of nodes, keyed by a name you choose. Each sequence either ends with a branch node or runs off the end of the escalation path. Branches reference other sequences by key.
    start str
    The key of the sequence this escalation path begins with.
    name str
    The name of this escalation path, for the user's reference.
    repeat_config EscalationPathRepeatConfigArgs
    Controls if an escalation will repeat after acknowledgement, when the alert is unresolved. When configured, it will repeat after the specified delay.
    team_ids Sequence[str]
    IDs of the teams that own this escalation path. This will automatically sync escalation paths with the right teams in Catalog. If you have an escalation paths attribute on your Teams, this attribute is required.
    working_hours Sequence[EscalationPathWorkingHourArgs]
    The working hours for this escalation path.
    sequences Map<Property Map>
    Named sequences of nodes, keyed by a name you choose. Each sequence either ends with a branch node or runs off the end of the escalation path. Branches reference other sequences by key.
    start String
    The key of the sequence this escalation path begins with.
    name String
    The name of this escalation path, for the user's reference.
    repeatConfig Property Map
    Controls if an escalation will repeat after acknowledgement, when the alert is unresolved. When configured, it will repeat after the specified delay.
    teamIds List<String>
    IDs of the teams that own this escalation path. This will automatically sync escalation paths with the right teams in Catalog. If you have an escalation paths attribute on your Teams, this attribute is required.
    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 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,
            repeat_config: Optional[EscalationPathRepeatConfigArgs] = None,
            sequences: Optional[Mapping[str, EscalationPathSequencesArgs]] = None,
            start: Optional[str] = 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: ${id}
    import {
      to = incident_escalation_path.example
      id = "${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.
    RepeatConfig EscalationPathRepeatConfig
    Controls if an escalation will repeat after acknowledgement, when the alert is unresolved. When configured, it will repeat after the specified delay.
    Sequences Dictionary<string, EscalationPathSequencesArgs>
    Named sequences of nodes, keyed by a name you choose. Each sequence either ends with a branch node or runs off the end of the escalation path. Branches reference other sequences by key.
    Start string
    The key of the sequence this escalation path begins with.
    TeamIds List<string>
    IDs of the teams that own this escalation path. This will automatically sync escalation paths with the right teams in Catalog. If you have an escalation paths attribute on your Teams, this attribute is required.
    WorkingHours List<EscalationPathWorkingHour>
    The working hours for this escalation path.
    Name string
    The name of this escalation path, for the user's reference.
    RepeatConfig EscalationPathRepeatConfigArgs
    Controls if an escalation will repeat after acknowledgement, when the alert is unresolved. When configured, it will repeat after the specified delay.
    Sequences map[string]EscalationPathSequencesArgs
    Named sequences of nodes, keyed by a name you choose. Each sequence either ends with a branch node or runs off the end of the escalation path. Branches reference other sequences by key.
    Start string
    The key of the sequence this escalation path begins with.
    TeamIds []string
    IDs of the teams that own this escalation path. This will automatically sync escalation paths with the right teams in Catalog. If you have an escalation paths attribute on your Teams, this attribute is required.
    WorkingHours []EscalationPathWorkingHourArgs
    The working hours for this escalation path.
    name string
    The name of this escalation path, for the user's reference.
    repeat_config object
    Controls if an escalation will repeat after acknowledgement, when the alert is unresolved. When configured, it will repeat after the specified delay.
    sequences map(object)
    Named sequences of nodes, keyed by a name you choose. Each sequence either ends with a branch node or runs off the end of the escalation path. Branches reference other sequences by key.
    start string
    The key of the sequence this escalation path begins with.
    team_ids list(string)
    IDs of the teams that own this escalation path. This will automatically sync escalation paths with the right teams in Catalog. If you have an escalation paths attribute on your Teams, this attribute is required.
    working_hours list(object)
    The working hours for this escalation path.
    name String
    The name of this escalation path, for the user's reference.
    repeatConfig EscalationPathRepeatConfig
    Controls if an escalation will repeat after acknowledgement, when the alert is unresolved. When configured, it will repeat after the specified delay.
    sequences Map<String,EscalationPathSequencesArgs>
    Named sequences of nodes, keyed by a name you choose. Each sequence either ends with a branch node or runs off the end of the escalation path. Branches reference other sequences by key.
    start String
    The key of the sequence this escalation path begins with.
    teamIds List<String>
    IDs of the teams that own this escalation path. This will automatically sync escalation paths with the right teams in Catalog. If you have an escalation paths attribute on your Teams, this attribute is required.
    workingHours List<EscalationPathWorkingHour>
    The working hours for this escalation path.
    name string
    The name of this escalation path, for the user's reference.
    repeatConfig EscalationPathRepeatConfig
    Controls if an escalation will repeat after acknowledgement, when the alert is unresolved. When configured, it will repeat after the specified delay.
    sequences {[key: string]: EscalationPathSequencesArgs}
    Named sequences of nodes, keyed by a name you choose. Each sequence either ends with a branch node or runs off the end of the escalation path. Branches reference other sequences by key.
    start string
    The key of the sequence this escalation path begins with.
    teamIds string[]
    IDs of the teams that own this escalation path. This will automatically sync escalation paths with the right teams in Catalog. If you have an escalation paths attribute on your Teams, this attribute is required.
    workingHours EscalationPathWorkingHour[]
    The working hours for this escalation path.
    name str
    The name of this escalation path, for the user's reference.
    repeat_config EscalationPathRepeatConfigArgs
    Controls if an escalation will repeat after acknowledgement, when the alert is unresolved. When configured, it will repeat after the specified delay.
    sequences Mapping[str, EscalationPathSequencesArgs]
    Named sequences of nodes, keyed by a name you choose. Each sequence either ends with a branch node or runs off the end of the escalation path. Branches reference other sequences by key.
    start str
    The key of the sequence this escalation path begins with.
    team_ids Sequence[str]
    IDs of the teams that own this escalation path. This will automatically sync escalation paths with the right teams in Catalog. If you have an escalation paths attribute on your Teams, this attribute is required.
    working_hours Sequence[EscalationPathWorkingHourArgs]
    The working hours for this escalation path.
    name String
    The name of this escalation path, for the user's reference.
    repeatConfig Property Map
    Controls if an escalation will repeat after acknowledgement, when the alert is unresolved. When configured, it will repeat after the specified delay.
    sequences Map<Property Map>
    Named sequences of nodes, keyed by a name you choose. Each sequence either ends with a branch node or runs off the end of the escalation path. Branches reference other sequences by key.
    start String
    The key of the sequence this escalation path begins with.
    teamIds List<String>
    IDs of the teams that own this escalation path. This will automatically sync escalation paths with the right teams in Catalog. If you have an escalation paths attribute on your Teams, this attribute is required.
    workingHours List<Property Map>
    The working hours for this escalation path.

    Supporting Types

    EscalationPathRepeatConfig, EscalationPathRepeatConfigArgs

    DelayRepeatOnActivity bool
    When true, incident activity resets the repeat timer.
    RepeatAfterSeconds double
    Number of seconds we'll wait before repeating an escalation.
    DelayRepeatOnActivity bool
    When true, incident activity resets the repeat timer.
    RepeatAfterSeconds float64
    Number of seconds we'll wait before repeating an escalation.
    delay_repeat_on_activity bool
    When true, incident activity resets the repeat timer.
    repeat_after_seconds number
    Number of seconds we'll wait before repeating an escalation.
    delayRepeatOnActivity Boolean
    When true, incident activity resets the repeat timer.
    repeatAfterSeconds Double
    Number of seconds we'll wait before repeating an escalation.
    delayRepeatOnActivity boolean
    When true, incident activity resets the repeat timer.
    repeatAfterSeconds number
    Number of seconds we'll wait before repeating an escalation.
    delay_repeat_on_activity bool
    When true, incident activity resets the repeat timer.
    repeat_after_seconds float
    Number of seconds we'll wait before repeating an escalation.
    delayRepeatOnActivity Boolean
    When true, incident activity resets the repeat timer.
    repeatAfterSeconds Number
    Number of seconds we'll wait before repeating an escalation.

    EscalationPathSequences, EscalationPathSequencesArgs

    Nodes List<EscalationPathSequencesNode>
    The nodes in this sequence, in the order they run.
    Nodes []EscalationPathSequencesNode
    The nodes in this sequence, in the order they run.
    nodes list(object)
    The nodes in this sequence, in the order they run.
    nodes List<EscalationPathSequencesNode>
    The nodes in this sequence, in the order they run.
    nodes EscalationPathSequencesNode[]
    The nodes in this sequence, in the order they run.
    nodes Sequence[EscalationPathSequencesNode]
    The nodes in this sequence, in the order they run.
    nodes List<Property Map>
    The nodes in this sequence, in the order they run.

    EscalationPathSequencesNode, EscalationPathSequencesNodeArgs

    Branch EscalationPathSequencesNodeBranch
    Send the escalation down one of two sequences, depending on what if tests. A branch must be the last node in its sequence.
    Delay EscalationPathSequencesNodeDelay
    EscalationPath EscalationPathSequencesNodeEscalationPath
    Reassign the escalation to another escalation path, continuing from that path's first node.
    Id string
    An id for this node, unique within the escalation path, so a loop can name it. Leave it unset unless something loops back here: we derive one from the node's position, which keeps it stable across applies.
    Level EscalationPathSequencesNodeLevel
    Loop EscalationPathSequencesNodeLoop
    Go back to an earlier node and run from there again.
    NotifyChannel EscalationPathSequencesNodeNotifyChannel
    Branch EscalationPathSequencesNodeBranch
    Send the escalation down one of two sequences, depending on what if tests. A branch must be the last node in its sequence.
    Delay EscalationPathSequencesNodeDelay
    EscalationPath EscalationPathSequencesNodeEscalationPath
    Reassign the escalation to another escalation path, continuing from that path's first node.
    Id string
    An id for this node, unique within the escalation path, so a loop can name it. Leave it unset unless something loops back here: we derive one from the node's position, which keeps it stable across applies.
    Level EscalationPathSequencesNodeLevel
    Loop EscalationPathSequencesNodeLoop
    Go back to an earlier node and run from there again.
    NotifyChannel EscalationPathSequencesNodeNotifyChannel
    branch object
    Send the escalation down one of two sequences, depending on what if tests. A branch must be the last node in its sequence.
    delay object
    escalation_path object
    Reassign the escalation to another escalation path, continuing from that path's first node.
    id string
    An id for this node, unique within the escalation path, so a loop can name it. Leave it unset unless something loops back here: we derive one from the node's position, which keeps it stable across applies.
    level object
    loop object
    Go back to an earlier node and run from there again.
    notify_channel object
    branch EscalationPathSequencesNodeBranch
    Send the escalation down one of two sequences, depending on what if tests. A branch must be the last node in its sequence.
    delay EscalationPathSequencesNodeDelay
    escalationPath EscalationPathSequencesNodeEscalationPath
    Reassign the escalation to another escalation path, continuing from that path's first node.
    id String
    An id for this node, unique within the escalation path, so a loop can name it. Leave it unset unless something loops back here: we derive one from the node's position, which keeps it stable across applies.
    level EscalationPathSequencesNodeLevel
    loop EscalationPathSequencesNodeLoop
    Go back to an earlier node and run from there again.
    notifyChannel EscalationPathSequencesNodeNotifyChannel
    branch EscalationPathSequencesNodeBranch
    Send the escalation down one of two sequences, depending on what if tests. A branch must be the last node in its sequence.
    delay EscalationPathSequencesNodeDelay
    escalationPath EscalationPathSequencesNodeEscalationPath
    Reassign the escalation to another escalation path, continuing from that path's first node.
    id string
    An id for this node, unique within the escalation path, so a loop can name it. Leave it unset unless something loops back here: we derive one from the node's position, which keeps it stable across applies.
    level EscalationPathSequencesNodeLevel
    loop EscalationPathSequencesNodeLoop
    Go back to an earlier node and run from there again.
    notifyChannel EscalationPathSequencesNodeNotifyChannel
    branch EscalationPathSequencesNodeBranch
    Send the escalation down one of two sequences, depending on what if tests. A branch must be the last node in its sequence.
    delay EscalationPathSequencesNodeDelay
    escalation_path EscalationPathSequencesNodeEscalationPath
    Reassign the escalation to another escalation path, continuing from that path's first node.
    id str
    An id for this node, unique within the escalation path, so a loop can name it. Leave it unset unless something loops back here: we derive one from the node's position, which keeps it stable across applies.
    level EscalationPathSequencesNodeLevel
    loop EscalationPathSequencesNodeLoop
    Go back to an earlier node and run from there again.
    notify_channel EscalationPathSequencesNodeNotifyChannel
    branch Property Map
    Send the escalation down one of two sequences, depending on what if tests. A branch must be the last node in its sequence.
    delay Property Map
    escalationPath Property Map
    Reassign the escalation to another escalation path, continuing from that path's first node.
    id String
    An id for this node, unique within the escalation path, so a loop can name it. Leave it unset unless something loops back here: we derive one from the node's position, which keeps it stable across applies.
    level Property Map
    loop Property Map
    Go back to an earlier node and run from there again.
    notifyChannel Property Map

    EscalationPathSequencesNodeBranch, EscalationPathSequencesNodeBranchArgs

    If EscalationPathSequencesNodeBranchIf
    What the branch tests. Set exactly one of these: a branch tests one thing, so combining them means nesting a second branch inside the first.
    Then string
    The key of the sequence to continue down when the condition is met.
    Else string
    The key of the sequence to continue down when the condition is not met. Leave unset to end the escalation path instead.
    If EscalationPathSequencesNodeBranchIf
    What the branch tests. Set exactly one of these: a branch tests one thing, so combining them means nesting a second branch inside the first.
    Then string
    The key of the sequence to continue down when the condition is met.
    Else string
    The key of the sequence to continue down when the condition is not met. Leave unset to end the escalation path instead.
    if object
    What the branch tests. Set exactly one of these: a branch tests one thing, so combining them means nesting a second branch inside the first.
    then string
    The key of the sequence to continue down when the condition is met.
    else string
    The key of the sequence to continue down when the condition is not met. Leave unset to end the escalation path instead.
    if_ EscalationPathSequencesNodeBranchIf
    What the branch tests. Set exactly one of these: a branch tests one thing, so combining them means nesting a second branch inside the first.
    then String
    The key of the sequence to continue down when the condition is met.
    else_ String
    The key of the sequence to continue down when the condition is not met. Leave unset to end the escalation path instead.
    if EscalationPathSequencesNodeBranchIf
    What the branch tests. Set exactly one of these: a branch tests one thing, so combining them means nesting a second branch inside the first.
    then string
    The key of the sequence to continue down when the condition is met.
    else string
    The key of the sequence to continue down when the condition is not met. Leave unset to end the escalation path instead.
    if_ EscalationPathSequencesNodeBranchIf
    What the branch tests. Set exactly one of these: a branch tests one thing, so combining them means nesting a second branch inside the first.
    then str
    The key of the sequence to continue down when the condition is met.
    else_ str
    The key of the sequence to continue down when the condition is not met. Leave unset to end the escalation path instead.
    if Property Map
    What the branch tests. Set exactly one of these: a branch tests one thing, so combining them means nesting a second branch inside the first.
    then String
    The key of the sequence to continue down when the condition is met.
    else String
    The key of the sequence to continue down when the condition is not met. Leave unset to end the escalation path instead.

    EscalationPathSequencesNodeBranchIf, EscalationPathSequencesNodeBranchIfArgs

    PriorityOneOfs List<string>
    Alert priority ids, met when the escalation came in at one of them.
    WorkingHoursActive string
    The id of one of this escalation path's working_hours, met while those hours are active.
    PriorityOneOfs []string
    Alert priority ids, met when the escalation came in at one of them.
    WorkingHoursActive string
    The id of one of this escalation path's working_hours, met while those hours are active.
    priority_one_ofs list(string)
    Alert priority ids, met when the escalation came in at one of them.
    working_hours_active string
    The id of one of this escalation path's working_hours, met while those hours are active.
    priorityOneOfs List<String>
    Alert priority ids, met when the escalation came in at one of them.
    workingHoursActive String
    The id of one of this escalation path's working_hours, met while those hours are active.
    priorityOneOfs string[]
    Alert priority ids, met when the escalation came in at one of them.
    workingHoursActive string
    The id of one of this escalation path's working_hours, met while those hours are active.
    priority_one_ofs Sequence[str]
    Alert priority ids, met when the escalation came in at one of them.
    working_hours_active str
    The id of one of this escalation path's working_hours, met while those hours are active.
    priorityOneOfs List<String>
    Alert priority ids, met when the escalation came in at one of them.
    workingHoursActive String
    The id of one of this escalation path's working_hours, met while those hours are active.

    EscalationPathSequencesNodeDelay, EscalationPathSequencesNodeDelayArgs

    DelayIntervalCondition string
    If the delay is relative to a time window, this defines whether we advance when the window is active or inactive. Possible values are: active, inactive.
    DelaySeconds double
    How long to delay before advancing to the next node in the path, in seconds
    DelayWeekdayIntervalConfigId string
    If the delay is relative to a time window, this identifies which window it is relative to
    DelayIntervalCondition string
    If the delay is relative to a time window, this defines whether we advance when the window is active or inactive. Possible values are: active, inactive.
    DelaySeconds float64
    How long to delay before advancing to the next node in the path, in seconds
    DelayWeekdayIntervalConfigId string
    If the delay is relative to a time window, this identifies which window it is relative to
    delay_interval_condition string
    If the delay is relative to a time window, this defines whether we advance when the window is active or inactive. Possible values are: active, inactive.
    delay_seconds number
    How long to delay before advancing to the next node in the path, in seconds
    delay_weekday_interval_config_id string
    If the delay is relative to a time window, this identifies which window it is relative to
    delayIntervalCondition String
    If the delay is relative to a time window, this defines whether we advance when the window is active or inactive. Possible values are: active, inactive.
    delaySeconds Double
    How long to delay before advancing to the next node in the path, in seconds
    delayWeekdayIntervalConfigId String
    If the delay is relative to a time window, this identifies which window it is relative to
    delayIntervalCondition string
    If the delay is relative to a time window, this defines whether we advance when the window is active or inactive. Possible values are: active, inactive.
    delaySeconds number
    How long to delay before advancing to the next node in the path, in seconds
    delayWeekdayIntervalConfigId string
    If the delay is relative to a time window, this identifies which window it is relative to
    delay_interval_condition str
    If the delay is relative to a time window, this defines whether we advance when the window is active or inactive. Possible values are: active, inactive.
    delay_seconds float
    How long to delay before advancing to the next node in the path, in seconds
    delay_weekday_interval_config_id str
    If the delay is relative to a time window, this identifies which window it is relative to
    delayIntervalCondition String
    If the delay is relative to a time window, this defines whether we advance when the window is active or inactive. Possible values are: active, inactive.
    delaySeconds Number
    How long to delay before advancing to the next node in the path, in seconds
    delayWeekdayIntervalConfigId String
    If the delay is relative to a time window, this identifies which window it is relative to

    EscalationPathSequencesNodeEscalationPath, EscalationPathSequencesNodeEscalationPathArgs

    EscalationPathId string
    The ID of the escalation path to reassign to
    EscalationPathId string
    The ID of the escalation path to reassign to
    escalation_path_id string
    The ID of the escalation path to reassign to
    escalationPathId String
    The ID of the escalation path to reassign to
    escalationPathId string
    The ID of the escalation path to reassign to
    escalation_path_id str
    The ID of the escalation path to reassign to
    escalationPathId String
    The ID of the escalation path to reassign to

    EscalationPathSequencesNodeLevel, EscalationPathSequencesNodeLevelArgs

    Targets List<EscalationPathSequencesNodeLevelTarget>
    The targets (users or schedules) for this level
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks. Possible values are: all, first.
    RetryConfig EscalationPathSequencesNodeLevelRetryConfig
    RoundRobinConfig EscalationPathSequencesNodeLevelRoundRobinConfig
    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. Possible values are: active, 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 []EscalationPathSequencesNodeLevelTarget
    The targets (users or schedules) for this level
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks. Possible values are: all, first.
    RetryConfig EscalationPathSequencesNodeLevelRetryConfig
    RoundRobinConfig EscalationPathSequencesNodeLevelRoundRobinConfig
    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. Possible values are: active, 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(object)
    The targets (users or schedules) for this level
    ack_mode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks. Possible values are: all, first.
    retry_config object
    round_robin_config object
    time_to_ack_interval_condition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive. Possible values are: active, inactive.
    time_to_ack_seconds number
    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 string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathSequencesNodeLevelTarget>
    The targets (users or schedules) for this level
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks. Possible values are: all, first.
    retryConfig EscalationPathSequencesNodeLevelRetryConfig
    roundRobinConfig EscalationPathSequencesNodeLevelRoundRobinConfig
    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. Possible values are: active, 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 EscalationPathSequencesNodeLevelTarget[]
    The targets (users or schedules) for this level
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks. Possible values are: all, first.
    retryConfig EscalationPathSequencesNodeLevelRetryConfig
    roundRobinConfig EscalationPathSequencesNodeLevelRoundRobinConfig
    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. Possible values are: active, 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[EscalationPathSequencesNodeLevelTarget]
    The targets (users or schedules) for this level
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks. Possible values are: all, first.
    retry_config EscalationPathSequencesNodeLevelRetryConfig
    round_robin_config EscalationPathSequencesNodeLevelRoundRobinConfig
    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. Possible values are: active, 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks. Possible values are: all, first.
    retryConfig Property Map
    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. Possible values are: active, 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

    EscalationPathSequencesNodeLevelRetryConfig, EscalationPathSequencesNodeLevelRetryConfigArgs

    Attempts double
    The total number of times we page this level, counting the initial page. For example, 3 means three notifications in total. Must be between 2 and 10.
    IntervalSeconds double
    How long we wait between attempts at this level, in seconds. Must be a whole number of minutes (divisible by 60).
    Attempts float64
    The total number of times we page this level, counting the initial page. For example, 3 means three notifications in total. Must be between 2 and 10.
    IntervalSeconds float64
    How long we wait between attempts at this level, in seconds. Must be a whole number of minutes (divisible by 60).
    attempts number
    The total number of times we page this level, counting the initial page. For example, 3 means three notifications in total. Must be between 2 and 10.
    interval_seconds number
    How long we wait between attempts at this level, in seconds. Must be a whole number of minutes (divisible by 60).
    attempts Double
    The total number of times we page this level, counting the initial page. For example, 3 means three notifications in total. Must be between 2 and 10.
    intervalSeconds Double
    How long we wait between attempts at this level, in seconds. Must be a whole number of minutes (divisible by 60).
    attempts number
    The total number of times we page this level, counting the initial page. For example, 3 means three notifications in total. Must be between 2 and 10.
    intervalSeconds number
    How long we wait between attempts at this level, in seconds. Must be a whole number of minutes (divisible by 60).
    attempts float
    The total number of times we page this level, counting the initial page. For example, 3 means three notifications in total. Must be between 2 and 10.
    interval_seconds float
    How long we wait between attempts at this level, in seconds. Must be a whole number of minutes (divisible by 60).
    attempts Number
    The total number of times we page this level, counting the initial page. For example, 3 means three notifications in total. Must be between 2 and 10.
    intervalSeconds Number
    How long we wait between attempts at this level, in seconds. Must be a whole number of minutes (divisible by 60).

    EscalationPathSequencesNodeLevelRoundRobinConfig, EscalationPathSequencesNodeLevelRoundRobinConfigArgs

    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 bool
    Whether round robin is enabled for this level
    rotate_after_seconds 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 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.

    EscalationPathSequencesNodeLevelTarget, EscalationPathSequencesNodeLevelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User. Possible values are: schedule, user, slack_channel, msteams_channel.
    Urgency string
    The urgency of this escalation path target. Possible values are: high, low.
    ScheduleMode string
    Only set for schedule targets, this specifies which users to fetch from the schedule. Use currentlyoncall to notify whoever is on call right now across the schedule, allusers to notify every user attached to the schedule, or allusersforrota / currentlyoncallforrota / nextoncallforrota to scope to a specific rota (in which case selectedrotaid is required). nextoncall notifies whoever is next on call across the schedule. Possible values are: currently_on_call, all_users_for_rota, all_users, currently_on_call_for_rota, next_on_call_for_rota, next_on_call.
    SelectedRotaId string
    For schedule targets, identifies which rota on the schedule the schedulemode applies to. Required when schedulemode is allusersforrota, currentlyoncallforrota, or nextoncallforrota; must be omitted for other schedulemode values.
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User. Possible values are: schedule, user, slack_channel, msteams_channel.
    Urgency string
    The urgency of this escalation path target. Possible values are: high, low.
    ScheduleMode string
    Only set for schedule targets, this specifies which users to fetch from the schedule. Use currentlyoncall to notify whoever is on call right now across the schedule, allusers to notify every user attached to the schedule, or allusersforrota / currentlyoncallforrota / nextoncallforrota to scope to a specific rota (in which case selectedrotaid is required). nextoncall notifies whoever is next on call across the schedule. Possible values are: currently_on_call, all_users_for_rota, all_users, currently_on_call_for_rota, next_on_call_for_rota, next_on_call.
    SelectedRotaId string
    For schedule targets, identifies which rota on the schedule the schedulemode applies to. Required when schedulemode is allusersforrota, currentlyoncallforrota, or nextoncallforrota; must be omitted for other schedulemode values.
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User. Possible values are: schedule, user, slack_channel, msteams_channel.
    urgency string
    The urgency of this escalation path target. Possible values are: high, low.
    schedule_mode string
    Only set for schedule targets, this specifies which users to fetch from the schedule. Use currentlyoncall to notify whoever is on call right now across the schedule, allusers to notify every user attached to the schedule, or allusersforrota / currentlyoncallforrota / nextoncallforrota to scope to a specific rota (in which case selectedrotaid is required). nextoncall notifies whoever is next on call across the schedule. Possible values are: currently_on_call, all_users_for_rota, all_users, currently_on_call_for_rota, next_on_call_for_rota, next_on_call.
    selected_rota_id string
    For schedule targets, identifies which rota on the schedule the schedulemode applies to. Required when schedulemode is allusersforrota, currentlyoncallforrota, or nextoncallforrota; must be omitted for other schedulemode values.
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User. Possible values are: schedule, user, slack_channel, msteams_channel.
    urgency String
    The urgency of this escalation path target. Possible values are: high, low.
    scheduleMode String
    Only set for schedule targets, this specifies which users to fetch from the schedule. Use currentlyoncall to notify whoever is on call right now across the schedule, allusers to notify every user attached to the schedule, or allusersforrota / currentlyoncallforrota / nextoncallforrota to scope to a specific rota (in which case selectedrotaid is required). nextoncall notifies whoever is next on call across the schedule. Possible values are: currently_on_call, all_users_for_rota, all_users, currently_on_call_for_rota, next_on_call_for_rota, next_on_call.
    selectedRotaId String
    For schedule targets, identifies which rota on the schedule the schedulemode applies to. Required when schedulemode is allusersforrota, currentlyoncallforrota, or nextoncallforrota; must be omitted for other schedulemode values.
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User. Possible values are: schedule, user, slack_channel, msteams_channel.
    urgency string
    The urgency of this escalation path target. Possible values are: high, low.
    scheduleMode string
    Only set for schedule targets, this specifies which users to fetch from the schedule. Use currentlyoncall to notify whoever is on call right now across the schedule, allusers to notify every user attached to the schedule, or allusersforrota / currentlyoncallforrota / nextoncallforrota to scope to a specific rota (in which case selectedrotaid is required). nextoncall notifies whoever is next on call across the schedule. Possible values are: currently_on_call, all_users_for_rota, all_users, currently_on_call_for_rota, next_on_call_for_rota, next_on_call.
    selectedRotaId string
    For schedule targets, identifies which rota on the schedule the schedulemode applies to. Required when schedulemode is allusersforrota, currentlyoncallforrota, or nextoncallforrota; must be omitted for other schedulemode values.
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User. Possible values are: schedule, user, slack_channel, msteams_channel.
    urgency str
    The urgency of this escalation path target. Possible values are: high, low.
    schedule_mode str
    Only set for schedule targets, this specifies which users to fetch from the schedule. Use currentlyoncall to notify whoever is on call right now across the schedule, allusers to notify every user attached to the schedule, or allusersforrota / currentlyoncallforrota / nextoncallforrota to scope to a specific rota (in which case selectedrotaid is required). nextoncall notifies whoever is next on call across the schedule. Possible values are: currently_on_call, all_users_for_rota, all_users, currently_on_call_for_rota, next_on_call_for_rota, next_on_call.
    selected_rota_id str
    For schedule targets, identifies which rota on the schedule the schedulemode applies to. Required when schedulemode is allusersforrota, currentlyoncallforrota, or nextoncallforrota; must be omitted for other schedulemode values.
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User. Possible values are: schedule, user, slack_channel, msteams_channel.
    urgency String
    The urgency of this escalation path target. Possible values are: high, low.
    scheduleMode String
    Only set for schedule targets, this specifies which users to fetch from the schedule. Use currentlyoncall to notify whoever is on call right now across the schedule, allusers to notify every user attached to the schedule, or allusersforrota / currentlyoncallforrota / nextoncallforrota to scope to a specific rota (in which case selectedrotaid is required). nextoncall notifies whoever is next on call across the schedule. Possible values are: currently_on_call, all_users_for_rota, all_users, currently_on_call_for_rota, next_on_call_for_rota, next_on_call.
    selectedRotaId String
    For schedule targets, identifies which rota on the schedule the schedulemode applies to. Required when schedulemode is allusersforrota, currentlyoncallforrota, or nextoncallforrota; must be omitted for other schedulemode values.

    EscalationPathSequencesNodeLoop, EscalationPathSequencesNodeLoopArgs

    BackTo string
    The id of the node to repeat from.
    Times double
    How many times to repeat these nodes
    BackTo string
    The id of the node to repeat from.
    Times float64
    How many times to repeat these nodes
    back_to string
    The id of the node to repeat from.
    times number
    How many times to repeat these nodes
    backTo String
    The id of the node to repeat from.
    times Double
    How many times to repeat these nodes
    backTo string
    The id of the node to repeat from.
    times number
    How many times to repeat these nodes
    back_to str
    The id of the node to repeat from.
    times float
    How many times to repeat these nodes
    backTo String
    The id of the node to repeat from.
    times Number
    How many times to repeat these nodes

    EscalationPathSequencesNodeNotifyChannel, EscalationPathSequencesNodeNotifyChannelArgs

    Targets List<EscalationPathSequencesNodeNotifyChannelTarget>
    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. Possible values are: active, 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 []EscalationPathSequencesNodeNotifyChannelTarget
    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. Possible values are: active, 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(object)
    The targets (Slack channels) for this level
    time_to_ack_interval_condition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive. Possible values are: active, inactive.
    time_to_ack_seconds number
    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 string
    If the time to ack is relative to a time window, this identifies which window it is relative to
    targets List<EscalationPathSequencesNodeNotifyChannelTarget>
    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. Possible values are: active, 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 EscalationPathSequencesNodeNotifyChannelTarget[]
    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. Possible values are: active, 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[EscalationPathSequencesNodeNotifyChannelTarget]
    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. Possible values are: active, 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. Possible values are: active, 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

    EscalationPathSequencesNodeNotifyChannelTarget, EscalationPathSequencesNodeNotifyChannelTargetArgs

    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User. Possible values are: schedule, user, slack_channel, msteams_channel.
    Urgency string
    The urgency of this escalation path target. Possible values are: high, low.
    ScheduleMode string
    Only set for schedule targets, this specifies which users to fetch from the schedule. Use currentlyoncall to notify whoever is on call right now across the schedule, allusers to notify every user attached to the schedule, or allusersforrota / currentlyoncallforrota / nextoncallforrota to scope to a specific rota (in which case selectedrotaid is required). nextoncall notifies whoever is next on call across the schedule. Possible values are: currently_on_call, all_users_for_rota, all_users, currently_on_call_for_rota, next_on_call_for_rota, next_on_call.
    SelectedRotaId string
    For schedule targets, identifies which rota on the schedule the schedulemode applies to. Required when schedulemode is allusersforrota, currentlyoncallforrota, or nextoncallforrota; must be omitted for other schedulemode values.
    Id string
    Uniquely identifies an entity of this type
    Type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User. Possible values are: schedule, user, slack_channel, msteams_channel.
    Urgency string
    The urgency of this escalation path target. Possible values are: high, low.
    ScheduleMode string
    Only set for schedule targets, this specifies which users to fetch from the schedule. Use currentlyoncall to notify whoever is on call right now across the schedule, allusers to notify every user attached to the schedule, or allusersforrota / currentlyoncallforrota / nextoncallforrota to scope to a specific rota (in which case selectedrotaid is required). nextoncall notifies whoever is next on call across the schedule. Possible values are: currently_on_call, all_users_for_rota, all_users, currently_on_call_for_rota, next_on_call_for_rota, next_on_call.
    SelectedRotaId string
    For schedule targets, identifies which rota on the schedule the schedulemode applies to. Required when schedulemode is allusersforrota, currentlyoncallforrota, or nextoncallforrota; must be omitted for other schedulemode values.
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User. Possible values are: schedule, user, slack_channel, msteams_channel.
    urgency string
    The urgency of this escalation path target. Possible values are: high, low.
    schedule_mode string
    Only set for schedule targets, this specifies which users to fetch from the schedule. Use currentlyoncall to notify whoever is on call right now across the schedule, allusers to notify every user attached to the schedule, or allusersforrota / currentlyoncallforrota / nextoncallforrota to scope to a specific rota (in which case selectedrotaid is required). nextoncall notifies whoever is next on call across the schedule. Possible values are: currently_on_call, all_users_for_rota, all_users, currently_on_call_for_rota, next_on_call_for_rota, next_on_call.
    selected_rota_id string
    For schedule targets, identifies which rota on the schedule the schedulemode applies to. Required when schedulemode is allusersforrota, currentlyoncallforrota, or nextoncallforrota; must be omitted for other schedulemode values.
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User. Possible values are: schedule, user, slack_channel, msteams_channel.
    urgency String
    The urgency of this escalation path target. Possible values are: high, low.
    scheduleMode String
    Only set for schedule targets, this specifies which users to fetch from the schedule. Use currentlyoncall to notify whoever is on call right now across the schedule, allusers to notify every user attached to the schedule, or allusersforrota / currentlyoncallforrota / nextoncallforrota to scope to a specific rota (in which case selectedrotaid is required). nextoncall notifies whoever is next on call across the schedule. Possible values are: currently_on_call, all_users_for_rota, all_users, currently_on_call_for_rota, next_on_call_for_rota, next_on_call.
    selectedRotaId String
    For schedule targets, identifies which rota on the schedule the schedulemode applies to. Required when schedulemode is allusersforrota, currentlyoncallforrota, or nextoncallforrota; must be omitted for other schedulemode values.
    id string
    Uniquely identifies an entity of this type
    type string
    Controls what type of entity this target identifies, such as EscalationPolicy or User. Possible values are: schedule, user, slack_channel, msteams_channel.
    urgency string
    The urgency of this escalation path target. Possible values are: high, low.
    scheduleMode string
    Only set for schedule targets, this specifies which users to fetch from the schedule. Use currentlyoncall to notify whoever is on call right now across the schedule, allusers to notify every user attached to the schedule, or allusersforrota / currentlyoncallforrota / nextoncallforrota to scope to a specific rota (in which case selectedrotaid is required). nextoncall notifies whoever is next on call across the schedule. Possible values are: currently_on_call, all_users_for_rota, all_users, currently_on_call_for_rota, next_on_call_for_rota, next_on_call.
    selectedRotaId string
    For schedule targets, identifies which rota on the schedule the schedulemode applies to. Required when schedulemode is allusersforrota, currentlyoncallforrota, or nextoncallforrota; must be omitted for other schedulemode values.
    id str
    Uniquely identifies an entity of this type
    type str
    Controls what type of entity this target identifies, such as EscalationPolicy or User. Possible values are: schedule, user, slack_channel, msteams_channel.
    urgency str
    The urgency of this escalation path target. Possible values are: high, low.
    schedule_mode str
    Only set for schedule targets, this specifies which users to fetch from the schedule. Use currentlyoncall to notify whoever is on call right now across the schedule, allusers to notify every user attached to the schedule, or allusersforrota / currentlyoncallforrota / nextoncallforrota to scope to a specific rota (in which case selectedrotaid is required). nextoncall notifies whoever is next on call across the schedule. Possible values are: currently_on_call, all_users_for_rota, all_users, currently_on_call_for_rota, next_on_call_for_rota, next_on_call.
    selected_rota_id str
    For schedule targets, identifies which rota on the schedule the schedulemode applies to. Required when schedulemode is allusersforrota, currentlyoncallforrota, or nextoncallforrota; must be omitted for other schedulemode values.
    id String
    Uniquely identifies an entity of this type
    type String
    Controls what type of entity this target identifies, such as EscalationPolicy or User. Possible values are: schedule, user, slack_channel, msteams_channel.
    urgency String
    The urgency of this escalation path target. Possible values are: high, low.
    scheduleMode String
    Only set for schedule targets, this specifies which users to fetch from the schedule. Use currentlyoncall to notify whoever is on call right now across the schedule, allusers to notify every user attached to the schedule, or allusersforrota / currentlyoncallforrota / nextoncallforrota to scope to a specific rota (in which case selectedrotaid is required). nextoncall notifies whoever is next on call across the schedule. Possible values are: currently_on_call, all_users_for_rota, all_users, currently_on_call_for_rota, next_on_call_for_rota, next_on_call.
    selectedRotaId String
    For schedule targets, identifies which rota on the schedule the schedulemode applies to. Required when schedulemode is allusersforrota, currentlyoncallforrota, or nextoncallforrota; must be omitted for other schedulemode values.

    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
    weekday_intervals list(object)
    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. Possible values are: monday, tuesday, wednesday, thursday, friday, saturday, sunday.
    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. Possible values are: monday, tuesday, wednesday, thursday, friday, saturday, sunday.
    end_time string
    End time of the interval, in 24hr format
    start_time string
    Start time of the interval, in 24hr format
    weekday string
    Weekdays for use within a schedule or escalation path. Possible values are: monday, tuesday, wednesday, thursday, friday, saturday, sunday.
    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. Possible values are: monday, tuesday, wednesday, thursday, friday, saturday, sunday.
    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. Possible values are: monday, tuesday, wednesday, thursday, friday, saturday, sunday.
    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. Possible values are: monday, tuesday, wednesday, thursday, friday, saturday, sunday.
    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. Possible values are: monday, tuesday, wednesday, thursday, friday, saturday, sunday.

    Import

    Import is supported using an import block or the pulumi import command:

    The import block can be used with the id attribute, for example:

    terraform

    Import an escalation path using its ID

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

    import {

    to = incident_escalation_path.example

    id = “01ABC123DEF456GHI789JKL”

    }

    The pulumi import command can be used, for example:

    #!/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 urgent_support 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.
    Viewing docs for incident 7.0.0
    published on Friday, Sep 11, 2026 by incident-io

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