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  5. getEscalationPath
Viewing docs for incident 5.35.2
published on Wednesday, May 6, 2026 by incident-io
Viewing docs for incident 5.35.2
published on Wednesday, May 6, 2026 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: pulumi.Input[Optional[str]] = None,
                            name: pulumi.Input[Optional[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.
    RepeatConfig GetEscalationPathRepeatConfig
    Controls whether and how the escalation path repeats after reaching the end. When configured, the path will restart from the beginning after the specified delay.
    TeamIds List<string>
    IDs of the teams that own this escalation path. This will automatically sync escalation paths with the right teams in Catalog. If you have an escalation paths attribute on your Teams, this attribute is required.
    WorkingHours List<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.
    RepeatConfig GetEscalationPathRepeatConfig
    Controls whether and how the escalation path repeats after reaching the end. When configured, the path will restart from the beginning after the specified delay.
    TeamIds []string
    IDs of the teams that own this escalation path. This will automatically sync escalation paths with the right teams in Catalog. If you have an escalation paths attribute on your Teams, this attribute is required.
    WorkingHours []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.
    repeatConfig GetEscalationPathRepeatConfig
    Controls whether and how the escalation path repeats after reaching the end. When configured, the path will restart from the beginning after the specified delay.
    teamIds List<String>
    IDs of the teams that own this escalation path. This will automatically sync escalation paths with the right teams in Catalog. If you have an escalation paths attribute on your Teams, this attribute is required.
    workingHours List<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.
    repeatConfig GetEscalationPathRepeatConfig
    Controls whether and how the escalation path repeats after reaching the end. When configured, the path will restart from the beginning after the specified delay.
    teamIds string[]
    IDs of the teams that own this escalation path. This will automatically sync escalation paths with the right teams in Catalog. If you have an escalation paths attribute on your Teams, this attribute is required.
    workingHours 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.
    repeat_config GetEscalationPathRepeatConfig
    Controls whether and how the escalation path repeats after reaching the end. When configured, the path will restart from the beginning after the specified delay.
    team_ids Sequence[str]
    IDs of the teams that own this escalation path. This will automatically sync escalation paths with the right teams in Catalog. If you have an escalation paths attribute on your Teams, this attribute is required.
    working_hours Sequence[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.
    repeatConfig Property Map
    Controls whether and how the escalation path repeats after reaching the end. When configured, the path will restart from the beginning after the specified delay.
    teamIds List<String>
    IDs of the teams that own this escalation path. This will automatically sync escalation paths with the right teams in Catalog. If you have an escalation paths attribute on your Teams, this attribute is required.
    workingHours List<Property Map>
    The working hours for this escalation path.

    Supporting Types

    GetEscalationPathPath

    Delay GetEscalationPathPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathDelay

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

    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

    Delay GetEscalationPathPathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathDelay

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

    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

    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseElsePathDelay

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

    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

    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathDelay

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

    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

    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathDelay

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElse

    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseCondition

    Operation string
    The logical operation to be applied
    ParamBindings List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseConditionParamBinding>
    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 []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseConditionParamBinding
    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<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseConditionParamBinding>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseConditionParamBinding[]
    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[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseConditionParamBinding]
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArrayValue

    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseConditionParamBindingValue

    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePath

    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathDelay

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget[]
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel

    Targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget
    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<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathRepeat

    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.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPath

    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathDelay

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget[]
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel

    Targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget
    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<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathRepeat

    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.

    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

    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathDelay

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElse

    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseCondition

    Operation string
    The logical operation to be applied
    ParamBindings List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseConditionParamBinding>
    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 []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseConditionParamBinding
    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<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseConditionParamBinding>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseConditionParamBinding[]
    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[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseConditionParamBinding]
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArrayValue

    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseConditionParamBindingValue

    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePath

    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathDelay

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget[]
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel

    Targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget
    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<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathRepeat

    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.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPath

    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathDelay

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget[]
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel

    Targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget
    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<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathRepeat

    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.

    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

    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathDelay

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

    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

    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathDelay

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElse

    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseCondition

    Operation string
    The logical operation to be applied
    ParamBindings List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseConditionParamBinding>
    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 []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseConditionParamBinding
    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<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseConditionParamBinding>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseConditionParamBinding[]
    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[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseConditionParamBinding]
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArrayValue

    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseConditionParamBindingValue

    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePath

    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathDelay

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget[]
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel

    Targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget
    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<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathRepeat

    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.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPath

    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathDelay

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget[]
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel

    Targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget
    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<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathRepeat

    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.

    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

    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathDelay

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElse

    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseCondition

    Operation string
    The logical operation to be applied
    ParamBindings List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseConditionParamBinding>
    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 []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseConditionParamBinding
    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<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseConditionParamBinding>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseConditionParamBinding[]
    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[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseConditionParamBinding]
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArrayValue

    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseConditionParamBindingValue

    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePath

    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathDelay

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget[]
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel

    Targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget
    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<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathRepeat

    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.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPath

    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathDelay

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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget[]
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel

    Targets List<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget
    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<GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathRepeat

    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.

    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

    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseThenPathDelay

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

    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

    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathDelay

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

    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

    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathDelay

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElse

    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseCondition

    Operation string
    The logical operation to be applied
    ParamBindings List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseConditionParamBinding>
    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 []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseConditionParamBinding
    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<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseConditionParamBinding>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseConditionParamBinding[]
    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[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseConditionParamBinding]
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArrayValue

    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingValue

    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePath

    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathDelay

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget[]
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel

    Targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget
    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<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat

    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.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPath

    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathDelay

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget[]
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel

    Targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget
    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<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat

    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.

    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

    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathDelay

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElse

    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseCondition

    Operation string
    The logical operation to be applied
    ParamBindings List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseConditionParamBinding>
    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 []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseConditionParamBinding
    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<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseConditionParamBinding>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseConditionParamBinding[]
    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[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseConditionParamBinding]
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArrayValue

    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingValue

    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePath

    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathDelay

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget[]
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel

    Targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget
    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<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat

    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.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPath

    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathDelay

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget[]
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel

    Targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget
    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<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat

    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.

    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

    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathDelay

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

    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

    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathDelay

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElse

    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseCondition

    Operation string
    The logical operation to be applied
    ParamBindings List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseConditionParamBinding>
    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 []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseConditionParamBinding
    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<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseConditionParamBinding>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseConditionParamBinding[]
    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[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseConditionParamBinding]
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArrayValue

    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingValue

    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePath

    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathDelay

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget[]
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel

    Targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget
    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<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat

    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.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPath

    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathDelay

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget[]
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel

    Targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget
    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<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat

    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.

    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

    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathDelay

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElse

    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseCondition

    Operation string
    The logical operation to be applied
    ParamBindings List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseConditionParamBinding>
    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 []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseConditionParamBinding
    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<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseConditionParamBinding>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseConditionParamBinding[]
    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[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseConditionParamBinding]
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArrayValue

    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingValue

    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePath

    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathDelay

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget[]
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel

    Targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget
    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<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat

    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.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPath

    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathDelay

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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget[]
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel

    Targets List<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget
    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<GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat

    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.

    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

    Delay GetEscalationPathPathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathDelay

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

    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

    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseElsePathDelay

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

    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

    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathDelay

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

    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

    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathDelay

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElse

    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseCondition

    Operation string
    The logical operation to be applied
    ParamBindings List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseConditionParamBinding>
    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 []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseConditionParamBinding
    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<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseConditionParamBinding>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseConditionParamBinding[]
    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[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseConditionParamBinding]
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArrayValue

    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseConditionParamBindingValue

    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePath

    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathDelay

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget[]
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel

    Targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget
    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<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseElsePathRepeat

    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.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPath

    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathDelay

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget[]
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel

    Targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget
    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<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathIfElseThenPathRepeat

    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.

    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

    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathDelay

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElse

    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseCondition

    Operation string
    The logical operation to be applied
    ParamBindings List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseConditionParamBinding>
    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 []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseConditionParamBinding
    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<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseConditionParamBinding>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseConditionParamBinding[]
    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[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseConditionParamBinding]
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArrayValue

    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseConditionParamBindingValue

    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePath

    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathDelay

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget[]
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel

    Targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget
    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<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseElsePathRepeat

    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.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPath

    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathDelay

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget[]
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel

    Targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget
    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<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathIfElseThenPathRepeat

    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.

    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

    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathDelay

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

    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

    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathDelay

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElse

    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseCondition

    Operation string
    The logical operation to be applied
    ParamBindings List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseConditionParamBinding>
    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 []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseConditionParamBinding
    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<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseConditionParamBinding>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseConditionParamBinding[]
    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[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseConditionParamBinding]
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArrayValue

    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseConditionParamBindingValue

    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePath

    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathDelay

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget[]
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel

    Targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget
    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<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseElsePathRepeat

    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.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPath

    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathDelay

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget[]
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel

    Targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget
    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<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathIfElseThenPathRepeat

    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.

    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

    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathDelay

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElse

    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseCondition

    Operation string
    The logical operation to be applied
    ParamBindings List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseConditionParamBinding>
    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 []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseConditionParamBinding
    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<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseConditionParamBinding>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseConditionParamBinding[]
    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[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseConditionParamBinding]
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArrayValue

    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseConditionParamBindingValue

    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePath

    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathDelay

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget[]
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel

    Targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget
    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<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseElsePathRepeat

    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.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPath

    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathDelay

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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget[]
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel

    Targets List<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget
    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<GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathIfElseThenPathRepeat

    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.

    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

    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseThenPathDelay

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

    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

    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathDelay

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

    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

    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathDelay

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElse

    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseCondition

    Operation string
    The logical operation to be applied
    ParamBindings List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseConditionParamBinding>
    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 []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseConditionParamBinding
    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<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseConditionParamBinding>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseConditionParamBinding[]
    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[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseConditionParamBinding]
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArrayValue

    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingValue

    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePath

    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathDelay

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget[]
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel

    Targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget
    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<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat

    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.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPath

    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathDelay

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget[]
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel

    Targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget
    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<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat

    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.

    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

    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathDelay

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElse

    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseCondition

    Operation string
    The logical operation to be applied
    ParamBindings List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseConditionParamBinding>
    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 []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseConditionParamBinding
    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<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseConditionParamBinding>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseConditionParamBinding[]
    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[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseConditionParamBinding]
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArrayValue

    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingValue

    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePath

    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathDelay

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget[]
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel

    Targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget
    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<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat

    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.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPath

    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathDelay

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget[]
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel

    Targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget
    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<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat

    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.

    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

    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathDelay

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

    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

    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathDelay

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElse

    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseCondition

    Operation string
    The logical operation to be applied
    ParamBindings List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseConditionParamBinding>
    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 []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseConditionParamBinding
    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<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseConditionParamBinding>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseConditionParamBinding[]
    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[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseConditionParamBinding]
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArrayValue

    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingValue

    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePath

    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathDelay

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget[]
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel

    Targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget
    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<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat

    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.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPath

    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathDelay

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget[]
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel

    Targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget
    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<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat

    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.

    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

    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    IfElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    id String
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    id string
    An ID for this node, unique within the escalation path.
    ifElse GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    id str
    An ID for this node, unique within the escalation path.
    if_else GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElse
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathDelay

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElse

    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseCondition

    Operation string
    The logical operation to be applied
    ParamBindings List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseConditionParamBinding>
    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 []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseConditionParamBinding
    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<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseConditionParamBinding>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseConditionParamBinding[]
    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[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseConditionParamBinding]
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseConditionParamBinding

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArrayValue

    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingValue

    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePath

    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathDelay

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget[]
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel

    Targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget
    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<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat

    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.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPath

    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    Delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    Id string
    An ID for this node, unique within the escalation path.
    Level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    NotifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    Repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    id String
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    id string
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    notifyChannel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathDelay
    id str
    An ID for this node, unique within the escalation path.
    level GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevel
    notify_channel GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel
    repeat GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.
    delay Property Map
    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.
    • delay: Pause the escalation for a configured duration before advancing to the next node.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathDelay

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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevel

    AckMode string
    Controls the behaviour of acknowledgements for this level, with 'first' cancelling all other escalations on the same level when someone acks
    RoundRobinConfig GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    Targets []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget[]
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig
    targets Sequence[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig

    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.

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel

    Targets List<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget>
    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 []GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget
    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<GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget>
    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 GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget[]
    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[GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget]
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget

    Id string
    Uniquely identifies an entity of this type
    ScheduleMode string
    Only set for schedule targets, and either currentlyoncall, allusers or allusersforrota and specifies which users to fetch from the schedule
    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

    GetEscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat

    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.

    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.

    GetEscalationPathRepeatConfig

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

    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.
    Viewing docs for incident 5.35.2
    published on Wednesday, May 6, 2026 by incident-io
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