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server.cfg is the plain-text startup file that sets the rules for a Counter-Strike 1.6 dedicated server. It controls the server name, password, LAN or Internet visibility, player limit, round pacing, economy, team damage, balancing, and several server protections. Save it in the server’s cstrike folder, then reload it with exec server.cfg locally or, for an administrator using authenticated remote console access, rcon exec server.cfg.
What server.cfg does and where to put it
A dedicated CS 1.6 server reads configuration commands from text files. The standard file is named server.cfg; it is not a map file, executable, or client autoexec. A hosting guide describes it as running automatically when the server starts.
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Use this location inside the Half-Life Dedicated Server installation:
<HLDS install>/cstrike/server.cfg
On Windows, the same location may appear with backslashes, such as C:HLDScstrikeserver.cfg. On Linux, it may be under a path such as /home/steam/hlds/cstrike/server.cfg; the important part is the final cstrike/server.cfg directory and filename. Keep the file as ordinary text and make sure your editor has not added a second extension such as server.cfg.txt.
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The file is executed at startup, so a restart is the simplest way to apply a complete set of changes. You can also execute it during a running session, which is useful when testing one setting at a time.
A safe baseline configuration
The following is a practical starting point for a conventional, Internet-facing server. The values come from commonly used CS 1.6 configuration templates and command guides; verify behavior against your particular HLDS build and installed mods before treating them as permanent defaults.
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sv_password "" // blank keeps the server open; set a value for private play
sv_lan 0 // Internet server; use 1 for LAN
maxplayers 20
mp_timelimit 25
mp_roundtime 2.5
mp_freezetime 6
mp_startmoney 800
mp_buytime 0.25
mp_c4timer 35
mp_friendlyfire 0
mp_autoteambalance 1
mp_limitteams 2
sv_cheats 0
sv_consistency 1
Comments beginning with // explain a line and are ignored by the server. Quote names and passwords when they contain spaces. If a setting appears to have no effect, check the console for an unknown-command message and check whether a later configuration file or a mod overwrites it.
Identity, access, and network mode
Set the public name with hostname
hostname is the name shown in server browsers and connection messages. It is your main discoverability and identification setting.
hostname "Friday Night Scrim Server"
Use a short, recognizable name. Avoid putting a password in the hostname; the actual access control belongs in sv_password.
Choose public or private access with sv_password
An empty value leaves the server open:
sv_password ""
For a private match, set a non-empty value and distribute it only to the intended players:
sv_password "scrim123"
A password in server.cfg is visible to anyone who can read the file, so use a separate, non-sensitive game password rather than a personal or hosting-account password.
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Set LAN or Internet mode with sv_lan
sv_lan 1 is for a local-network server. sv_lan 0 is the usual value when players connect over the Internet:
sv_lan 0
If a server intended for Internet play is set to LAN mode, remote players may not be able to find or join it. Change the value and restart or reload the configuration before testing again.
Limit capacity with maxplayers
maxplayers sets the maximum number of player slots:
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The number is a capacity choice, not a performance guarantee. More players increase CPU, memory, and network demand, so choose a limit your machine and connection can sustain rather than copying a large value from another server.
Round timing and economy commands
These commands determine how quickly a round develops and how much money players have available. Time values are not all expressed in the same unit, so read each command’s unit carefully.
| Command | Controls | Example | Unit or effect |
|---|---|---|---|
mp_timelimit |
Maximum map time | mp_timelimit 25 |
Minutes for the map time limit |
mp_roundtime |
Maximum round duration | mp_roundtime 2.5 |
Minutes; 2.5 means two and a half minutes |
mp_freezetime |
Preparation period at round start | mp_freezetime 6 |
Seconds before players can move |
mp_startmoney |
Money given at the start of a game | mp_startmoney 800 |
In-game currency units |
mp_buytime |
How long buying remains available | mp_buytime 0.25 |
Minutes; 0.25 is 15 seconds |
mp_c4timer |
Bomb countdown after planting | mp_c4timer 35 |
Seconds |
Map and round limits
mp_timelimit 25 ends or rotates the map after the configured map-time limit. A shorter limit creates faster map turnover; a longer limit lets a match continue through more rounds.
Some servers use a round cap instead of relying only on time. mp_maxrounds 0 is commonly used for unlimited rounds, while a positive number imposes a cap:
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mp_maxrounds 0
Use either limit deliberately. A low round cap can end a match while players still have time on the map clock; an unlimited value leaves mp_timelimit as the practical boundary.
Round preparation and pacing
mp_roundtime 2.5 allows a two-and-a-half-minute round. Increasing it gives both teams more time to execute a plan; reducing it creates a faster, more pressure-heavy format.
mp_freezetime 6 holds players at the beginning of each round for six seconds. This is the period used to buy equipment and discuss the opening. A value of zero removes that pause, while a longer value gives teams more preparation time.
Buying and starting money
mp_startmoney 800 establishes the opening cash amount. Raising it makes rifles and utility available earlier; lowering it emphasizes pistol and save rounds.
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Bomb pressure with mp_c4timer
mp_c4timer 35 gives 35 seconds on the bomb countdown after a successful plant. A shorter timer compresses the retake decision; a longer timer gives defenders more time to reach the site. The value is in seconds, unlike the minute-based round and buy settings.
Team rules and server protections
Friendly fire
Use mp_friendlyfire 0 to disable teammate damage for a casual environment. Set it to 1 when your rules require teammates to take damage:
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mp_friendlyfire 0
Enable it only when players understand the consequences. Accidental grenades and close-range fire can otherwise punish ordinary movement, especially on crowded public servers.
Automatic balancing and team limits
mp_autoteambalance 1 enables automatic balancing when teams become uneven. This is useful for public play, where players join and leave throughout a map.
mp_limitteams 2 limits how far team sizes may differ. Together, these settings reduce one-sided matches without requiring an administrator to move every player manually:
mp_autoteambalance 1
mp_limitteams 2
For an organized scrim, administrators may choose different values so captains can preserve fixed lineups; document that choice for participants before the match.
Cheats and consistency checking
Keep sv_cheats 0 on a normal public or competitive server. A value of 1 is intended for private testing and changes the rules of play.
sv_consistency 1 enables consistency checking. It helps detect incompatible game files and can prevent clients with mismatched assets from joining. Custom maps or mods may require their own compatibility guidance, so test this setting with the content you actually host.
Optional restart and spectator controls
The command guide also documents mp_restartgame and related restart controls for resetting a match, plus mp_fadetoblack and mp_forcecamera for spectator and visibility rules. These are rule choices rather than mandatory baseline lines. Add them only after checking the syntax and behavior on your server version or mod.
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How to apply edits without guessing
- Stop the dedicated server before editing if you are changing many lines. This avoids a restart racing with a partially saved file.
- Open
<HLDS install>/cstrike/server.cfgin a plain-text editor. - Change one logical group at a time: access, timing, economy, or team rules.
- Save as plain text with the exact filename
server.cfg. Do not save rich-text formatting or a hidden.txtsuffix. - Start the server and read the console for unknown-command or value errors.
- For a live test, run
exec server.cfgfrom the server console. This re-reads the file without a full process restart. - When operating remotely, use authenticated RCON and run
rcon exec server.cfg. Never publish an RCON password in a configuration example or public guide. - Join with a test account and verify the visible name, password behavior, team rules, buying period, round timer, and bomb countdown.
Reloading is useful for quick checks, but a full restart remains the cleanest confirmation that every startup command is accepted in the intended order.
Vanilla servers, bots, and mod-specific commands
Vanilla CS 1.6 does not include bots according to a current hosting tutorial. Bot play requires a mod such as ZBot or PODBot. Consequently, bot commands are not universal server.cfg commands.
Keep mod-specific lines in a clearly marked section and use the syntax supplied by the installed mod. If the mod is removed, those lines may generate unknown-command errors. A clean vanilla file should contain only commands supported by the base server and the plugins you deliberately installed.
Common failures and fixes
The server name or rules did not change
- Confirm the file is under the active server’s
cstrikedirectory, not a client installation or a different HLDS copy. - Check the filename for an extra extension and verify that the editor actually saved the latest version.
- Run
exec server.cfgand watch the console for errors. - Look for another startup script, map configuration, or mod that executes after
server.cfgand overwrites the value.
Players cannot join over the Internet
- Verify
sv_lan 0for an Internet server. - Confirm that the server is listening on the expected public address and that the host’s firewall or forwarding rules allow the game traffic.
- Check whether a password is set unexpectedly with
sv_password.
A command is reported as unknown
- Check spelling and punctuation; CS 1.6 command names must be entered exactly.
- Determine whether the line belongs to a mod rather than vanilla CS 1.6.
- Confirm the installed server build supports the command and its value range.
- Remove or comment out obsolete lines, then reload the file to isolate the problem.
Players report mismatched files or failed consistency checks
With sv_consistency 1, clients using incompatible files may be rejected. Test the map and any custom content on a clean client, and follow the installed mod’s compatibility instructions before disabling consistency checking.
Organize the file for future maintenance
Group related commands and leave a short comment above each group. This makes a later change less likely to break an unrelated rule:
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// Identity and access
hostname "My CS 1.6 Server"
sv_password ""
sv_lan 0
maxplayers 20
// Match pacing and economy
mp_timelimit 25
mp_roundtime 2.5
mp_freezetime 6
mp_startmoney 800
mp_buytime 0.25
mp_c4timer 35
// Team rules and protection
mp_friendlyfire 0
mp_autoteambalance 1
mp_limitteams 2
sv_cheats 0
sv_consistency 1
Keep a dated backup before changing a working configuration. When testing, alter one value, reload, observe the result, and record the value that worked with your map cycle and mods. This simple change history is especially valuable when several administrators share access.
Choosing settings for different match styles
| Goal | Settings to consider | Trade-off |
|---|---|---|
| Open public play | sv_password "", sv_lan 0, mp_autoteambalance 1, mp_limitteams 2, mp_friendlyfire 0 |
Easy joining and fewer accidental team penalties, with less control over fixed lineups |
| Private scrim | Non-empty sv_password, documented team settings, and a deliberate mp_restartgame procedure |
Better lineup control, but every participant needs the current password |
| Fast casual rounds | Shorter mp_roundtime, mp_freezetime, and mp_buytime |
Quicker action, less time for planning and purchasing |
| Economy-heavy play | Keep standard mp_startmoney 800 and avoid an overly long buy window |
More meaningful save and recovery rounds, but slower access to preferred weapons |
These are design directions, not universal presets. Match the values to the players, map cycle, and mod, then test the complete round rather than judging one command in isolation.
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