Ok, I know this should be simple ,but I am having a huge brain fart and can't figure this out all i want is the enemy to spawn once. Right now it is spawning every 180 seconds where i want it to spawn only once at the 180 seconds mark.
         [self schedule:@selector(gameLogicboss:) interval:180 ];        
          [self schedule:@selector(updateboss:)];                
     -(void)addTarget1 {
Boss *target1 = nil;    
if ((arc4random() % 2) == 0) {{
    target1 = [WeakAndFastBoss boss];
}}  else {
    target1 = [WeakAndFastBoss boss];
}                      
// Determine where to spawn the target along the Y axis
CGSize winSize = [[CCDirector sharedDirector] winSize];
int minY = target1.contentSize.height/2;
int maxY = winSize.height - target1.contentSize.height/2;
int rangeY = maxY - minY;
int actualY = (arc4random() % rangeY) + minY;
// Create the target slightly off-screen along the right edge,
// and along a random position along the Y axis as calculated above
target1.position = ccp(winSize.width + (target1.contentSize.width/2), actualY);
[self addChild:target1 ];
// Determine speed of the target
int minDuration = target1.minMoveDuration;
int maxDuration = target1.maxMoveDuration;
int rangeDuration = maxDuration - minDuration;
int actualDuration = (arc4random() % rangeDuration) + minDuration;
// Create the actions
id actionMove = [CCMoveTo actionWithDuration:actualDuration position:ccp(-target1.contentSize.width/2, actualY)];
id actionMoveDone = [CCCallFuncN actionWithTarget:self 
                                         selector:@selector(spriteMoveFinished:)];
[target1 runAction:[CCSequence actions:actionMove, actionMoveDone, nil]];
target1.tag = 1;
[_targets addObject:target1];   
     }
     -(void)gameLogicboss:(ccTime)dt {
     [self addTarget1];
       iterations_++;
   }
                    - (void)updateboss:(ccTime)dt {
            CGRect projectileRect = CGRectMake(projectile.position.x -                  (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2),                           projectile.contentSize.width,                                   projectile.contentSize.height);
    BOOL bossHit = FALSE;
    NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init];
    for (CCSprite *target1 in _targets) {
        CGRect target1Rect = CGRectMake(target1.position.x - (target1.contentSize.width/2),                                    target1.position.y - (target1.contentSize.height/2),                                    target1.contentSize.width,                                  target1.contentSize.height);
        if (CGRectIntersectsRect(projectileRect, target1Rect)) {
            //[targetsToDelete addObject:target];   
            bossHit = TRUE;
            Boss *boss = (Boss *)target1;
            boss.hp--;
            if (boss.hp <= 0) {
                _score ++;
                [targetsToDelete addObject:target1];
            }
            break;
        }                       
    }
    for (CCSprite *target in targetsToDelete) {
        [_targets removeObject:target];
        [self removeChild:target cleanup:YES];                                  
        _projectilesDestroyed++;
        if (_projectilesDestroyed > 2) {
              } 
             }
    if (bossHit) {
        //[projectilesToDelete addObject:projectile];
        [[SimpleAudioEngine sharedEngine] playEffect:@"explosion.caf"];
    }
    [targetsToDelete release];
     }
-(void)spriteMoveFinishedboss:(id)sender {
    CCSprite *sprite = (CCSprite *)sender;
    [self removeChild:sprite cleanup:YES];
    GameOverScene *gameOverScene = [GameOverScene node];
    [gameOverScene.layer.label setString:@"You Lose"];
    [[CCDirector sharedDirector] replaceScene:gameOverScene];    
if (sprite.tag == 1) { // target
    [_targets removeObject:sprite];
} else if (sprite.tag == 2) { // projectile
    [_projectiles removeObject:sprite];
}
   }