You could also use the timer behavior for this I guess.
What I usually do is create a variable for this kind of purpose. When the variable is 0, the time has elapsed and you spawn a ball or do whatever and set the variable again to the desired amount of time (I use ms, so it would be 5000).
Then obviously have an (every tick) event which subtracts 1000*dt from the variable. This will take exactly one second to subtract 1000. Delta time is important!
If you just use every 1.0 second, you will always have inaccuracies, since this runs on the general game timer. So in the example above in all likelihood the variable "playing" could be set to 0 again when the time is somewhere between a full second , making it only take 4.x seconds to spawn a ball.