# Upgraded function scheduling. Lets you specify and save the context of which entity should run a command at the end of the schedule

*** Input parameters ***

- "entity" <[selector]>  |  Ex. {"entity":"@n[tag=ThisEntity]"}
The entity to run the command. If entity doesn't exist at time of setting the schedule, the command won't work

- "command" <full_command>  |  Ex. {"command":"say hey"}
The command to run

- "ticks" <int> | Ex. {"ticks":100}
How many ticks before the command gets run



*** Examples ***

~~~~~
Prints a chat message as this entity after 2 seconds
/function ac_lib0010:utility/schedule/do {"entity":"@s","command":"say Hello folks","ticks":40}

Damages this entity for 7 hp after 5 seconds
/function ac_lib0010:utility/schedule/do {"entity":"@s","command":"function ac_lib0010:effect/damage/generic/do {'damage':'7','type':'minecraft:generic'}","ticks":100}

Kills nearest non-player entity after 10 seconds
/function ac_lib0010:utility/schedule/do {"entity":"@n[type=!minecraft:player]","command":"kill @s","ticks":200}
~~~~~