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incident 5.24.1 published on Wednesday, Dec 24, 2025 by incident-io
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incident 5.24.1 published on Wednesday, Dec 24, 2025 by incident-io

    Use this data source to retrieve information about an existing escalation path by ID or name.

    Using getEscalationPath

    Two invocation forms are available. The direct form accepts plain arguments and either blocks until the result value is available, or returns a Promise-wrapped result. The output form accepts Input-wrapped arguments and returns an Output-wrapped result.

    function getEscalationPath(args: GetEscalationPathArgs, opts?: InvokeOptions): Promise<GetEscalationPathResult>
    function getEscalationPathOutput(args: GetEscalationPathOutputArgs, opts?: InvokeOptions): Output<GetEscalationPathResult>
    def get_escalation_path(id: Optional[str] = None,
                            name: Optional[str] = None,
                            opts: Optional[InvokeOptions] = None) -> GetEscalationPathResult
    def get_escalation_path_output(id: Optional[pulumi.Input[str]] = None,
                            name: Optional[pulumi.Input[str]] = None,
                            opts: Optional[InvokeOptions] = None) -> Output[GetEscalationPathResult]
    func LookupEscalationPath(ctx *Context, args *LookupEscalationPathArgs, opts ...InvokeOption) (*LookupEscalationPathResult, error)
    func LookupEscalationPathOutput(ctx *Context, args *LookupEscalationPathOutputArgs, opts ...InvokeOption) LookupEscalationPathResultOutput

    > Note: This function is named LookupEscalationPath in the Go SDK.

    public static class GetEscalationPath 
    {
        public static Task<GetEscalationPathResult> InvokeAsync(GetEscalationPathArgs args, InvokeOptions? opts = null)
        public static Output<GetEscalationPathResult> Invoke(GetEscalationPathInvokeArgs args, InvokeOptions? opts = null)
    }
    public static CompletableFuture<GetEscalationPathResult> getEscalationPath(GetEscalationPathArgs args, InvokeOptions options)
    public static Output<GetEscalationPathResult> getEscalationPath(GetEscalationPathArgs args, InvokeOptions options)
    
    fn::invoke:
      function: incident:index/getEscalationPath:getEscalationPath
      arguments:
        # arguments dictionary

    The following arguments are supported:

    Id string
    Unique identifier for this escalation path.
    Name string
    The name of this escalation path, for the user's reference.
    Id string
    Unique identifier for this escalation path.
    Name string
    The name of this escalation path, for the user's reference.
    id String
    Unique identifier for this escalation path.
    name String
    The name of this escalation path, for the user's reference.
    id string
    Unique identifier for this escalation path.
    name string
    The name of this escalation path, for the user's reference.
    id str
    Unique identifier for this escalation path.
    name str
    The name of this escalation path, for the user's reference.
    id String
    Unique identifier for this escalation path.
    name String
    The name of this escalation path, for the user's reference.

    getEscalationPath Result

    The following output properties are available:

    Id string
    Unique identifier for this escalation path.
    Name string
    The name of this escalation path, for the user's reference.
    Paths List<GetEscalationPathPath>
    The nodes that form the levels and branches of this escalation path.
    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<GetEscalationPathWorkingHour>
    The working hours for this escalation path.
    Id string
    Unique identifier for this escalation path.
    Name string
    The name of this escalation path, for the user's reference.
    Paths []GetEscalationPathPath
    The nodes that form the levels and branches of this escalation path.
    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 []GetEscalationPathWorkingHour
    The working hours for this escalation path.
    id String
    Unique identifier for this escalation path.
    name String
    The name of this escalation path, for the user's reference.
    paths List<GetEscalationPathPath>
    The nodes that form the levels and branches of this escalation path.
    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<GetEscalationPathWorkingHour>
    The working hours for this escalation path.
    id string
    Unique identifier for this escalation path.
    name string
    The name of this escalation path, for the user's reference.
    paths GetEscalationPathPath[]
    The nodes that form the levels and branches of this escalation path.
    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 GetEscalationPathWorkingHour[]
    The working hours for this escalation path.
    id str
    Unique identifier for this escalation path.
    name str
    The name of this escalation path, for the user's reference.
    paths Sequence[GetEscalationPathPath]
    The nodes that form the levels and branches of this escalation path.
    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[GetEscalationPathWorkingHour]
    The working hours for this escalation path.
    id String
    Unique identifier for this escalation path.
    name String
    The name of this escalation path, for the user's reference.
    paths List<Property Map>
    The nodes that form the levels and branches of this escalation path.
    teamIds List<String>
    IDs of 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

    GetEscalationPathPath

    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElse
    Level GetEscalationPathPathLevel
    NotifyChannel GetEscalationPathPathNotifyChannel
    Repeat GetEscalationPathPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElse
    Level GetEscalationPathPathLevel
    NotifyChannel GetEscalationPathPathNotifyChannel
    Repeat GetEscalationPathPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElse
    level GetEscalationPathPathLevel
    notifyChannel GetEscalationPathPathNotifyChannel
    repeat GetEscalationPathPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElse
    level GetEscalationPathPathLevel
    notifyChannel GetEscalationPathPathNotifyChannel
    repeat GetEscalationPathPathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElse
    level GetEscalationPathPathLevel
    notify_channel GetEscalationPathPathNotifyChannel
    repeat GetEscalationPathPathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse Property Map
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElse

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

    GetEscalationPathPathIfElseCondition

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

    GetEscalationPathPathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseConditionParamBindingArrayValue

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

    GetEscalationPathPathIfElseConditionParamBindingValue

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

    GetEscalationPathPathIfElseElsePath

    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElse
    Level GetEscalationPathPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElse
    Level GetEscalationPathPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElse
    level GetEscalationPathPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElse
    level GetEscalationPathPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseElsePathIfElse
    level GetEscalationPathPathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse Property Map
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseElsePathIfElse

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

    GetEscalationPathPathIfElseElsePathIfElseCondition

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

    GetEscalationPathPathIfElseElsePathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseElsePathIfElseConditionParamBindingArrayValue

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

    GetEscalationPathPathIfElseElsePathIfElseConditionParamBindingValue

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

    GetEscalationPathPathIfElseElsePathIfElseElsePath

    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElse
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElse
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElse
    level GetEscalationPathPathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElse
    level GetEscalationPathPathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseElsePathIfElseElsePathIfElse
    level GetEscalationPathPathIfElseElsePathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse Property Map
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElse

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseCondition

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArrayValue

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingValue

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePath

    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElse
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElse
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElse
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElse
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElse
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse Property Map
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElse

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseCondition

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArrayValue

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseConditionParamBindingValue

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePath

    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathRepeat

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPath

    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathRepeat

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPath

    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElse
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElse
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElse
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElse
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElse
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse Property Map
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElse

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseCondition

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArrayValue

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseConditionParamBindingValue

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePath

    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathRepeat

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPath

    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathRepeat

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseElsePathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseElsePathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseElsePathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathLevelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathNotifyChannel

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathNotifyChannelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathRepeat

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

    GetEscalationPathPathIfElseElsePathIfElseThenPath

    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElse
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElse
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElse
    level GetEscalationPathPathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElse
    level GetEscalationPathPathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseElsePathIfElseThenPathIfElse
    level GetEscalationPathPathIfElseElsePathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse Property Map
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElse

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseCondition

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArrayValue

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingValue

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePath

    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElse
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElse
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElse
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElse
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElse
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse Property Map
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElse

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseCondition

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArrayValue

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseConditionParamBindingValue

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePath

    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathRepeat

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPath

    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathRepeat

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPath

    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElse
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElse
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElse
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElse
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElse
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse Property Map
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElse

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseCondition

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArrayValue

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseConditionParamBindingValue

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePath

    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathRepeat

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPath

    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathRepeat

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseThenPathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseThenPathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseThenPathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathLevelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathNotifyChannel

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathNotifyChannelTarget

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathRepeat

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

    GetEscalationPathPathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseElsePathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseElsePathLevelTarget

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

    GetEscalationPathPathIfElseElsePathNotifyChannel

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

    GetEscalationPathPathIfElseElsePathNotifyChannelTarget

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

    GetEscalationPathPathIfElseElsePathRepeat

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

    GetEscalationPathPathIfElseThenPath

    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElse
    Level GetEscalationPathPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElse
    Level GetEscalationPathPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElse
    level GetEscalationPathPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElse
    level GetEscalationPathPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseThenPathIfElse
    level GetEscalationPathPathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse Property Map
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseThenPathIfElse

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

    GetEscalationPathPathIfElseThenPathIfElseCondition

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

    GetEscalationPathPathIfElseThenPathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseThenPathIfElseConditionParamBindingArrayValue

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

    GetEscalationPathPathIfElseThenPathIfElseConditionParamBindingValue

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

    GetEscalationPathPathIfElseThenPathIfElseElsePath

    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElse
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElse
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElse
    level GetEscalationPathPathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElse
    level GetEscalationPathPathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseThenPathIfElseElsePathIfElse
    level GetEscalationPathPathIfElseThenPathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse Property Map
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElse

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseCondition

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArrayValue

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingValue

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePath

    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElse
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElse
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElse
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElse
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElse
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse Property Map
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElse

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseCondition

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArrayValue

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingValue

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePath

    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPath

    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPath

    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElse
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElse
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElse
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElse
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElse
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse Property Map
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElse

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseCondition

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArrayValue

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingValue

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePath

    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPath

    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseElsePathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseElsePathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseElsePathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathLevelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathNotifyChannel

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathNotifyChannelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathRepeat

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

    GetEscalationPathPathIfElseThenPathIfElseThenPath

    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElse
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElse
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElse
    level GetEscalationPathPathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElse
    level GetEscalationPathPathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseThenPathIfElseThenPathIfElse
    level GetEscalationPathPathIfElseThenPathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse Property Map
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElse

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseCondition

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArrayValue

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingValue

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePath

    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElse
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElse
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElse
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElse
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElse
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse Property Map
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElse

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseCondition

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArrayValue

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingValue

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePath

    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPath

    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPath

    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElse
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElse
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElse
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElse
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElse
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    ifElse Property Map
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElse

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseCondition

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArrayValue

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingValue

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePath

    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPath

    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    Type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    type String
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    type string
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    type str
    The type of this node. Available types are:

    • level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
    • notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
    • if_else: Branch the escalation based on a set of conditions.
    • repeat: Go back to a previous node and repeat the logic from there.
    id String
    An ID for this node, unique within the escalation path.
    level Property Map
    notifyChannel Property Map
    repeat Property Map
    type String
    The type of this node. Available types are:

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseThenPathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseThenPathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseThenPathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathLevelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathNotifyChannel

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelTarget

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathRepeat

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

    GetEscalationPathPathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathIfElseThenPathLevelRoundRobinConfig

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

    GetEscalationPathPathIfElseThenPathLevelTarget

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

    GetEscalationPathPathIfElseThenPathNotifyChannel

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

    GetEscalationPathPathIfElseThenPathNotifyChannelTarget

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

    GetEscalationPathPathIfElseThenPathRepeat

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

    GetEscalationPathPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathLevelTarget>
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds double
    How long should we wait for this level to acknowledge before 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
    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathLevelTarget
    The targets (users or schedules) for this level
    TimeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    TimeToAckSeconds float64
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathLevelTarget>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Double
    How long should we wait for this level to acknowledge before 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
    ackMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig GetEscalationPathPathLevelRoundRobinConfig
    targets GetEscalationPathPathLevelTarget[]
    The targets (users or schedules) for this level
    timeToAckIntervalCondition string
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds number
    How long should we wait for this level to acknowledge before 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
    ack_mode str
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    round_robin_config GetEscalationPathPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathLevelTarget]
    The targets (users or schedules) for this level
    time_to_ack_interval_condition str
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    time_to_ack_seconds float
    How long should we wait for this level to acknowledge before 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
    ackMode String
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    roundRobinConfig Property Map
    targets List<Property Map>
    The targets (users or schedules) for this level
    timeToAckIntervalCondition String
    If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
    timeToAckSeconds Number
    How long should we wait for this level to acknowledge before 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

    GetEscalationPathPathLevelRoundRobinConfig

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

    GetEscalationPathPathLevelTarget

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

    GetEscalationPathPathNotifyChannel

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

    GetEscalationPathPathNotifyChannelTarget

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

    GetEscalationPathPathRepeat

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

    GetEscalationPathWorkingHour

    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<GetEscalationPathWorkingHourWeekdayInterval>
    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 []GetEscalationPathWorkingHourWeekdayInterval
    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<GetEscalationPathWorkingHourWeekdayInterval>
    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 GetEscalationPathWorkingHourWeekdayInterval[]
    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[GetEscalationPathWorkingHourWeekdayInterval]
    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>

    GetEscalationPathWorkingHourWeekdayInterval

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

    Package Details

    Repository
    incident incident-io/terraform-provider-incident
    License
    Notes
    This Pulumi package is based on the incident Terraform Provider.
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    incident 5.24.1 published on Wednesday, Dec 24, 2025 by incident-io
      Meet Neo: Your AI Platform Teammate