[ESX/QB/QBX]🧼 anox-moneywash — Interactive & Configurable Money Laundering System [FREE]

:sparkles: Overview

anox-moneywash is a realistic money laundering system where players use interactive washing machines to clean dirty cash. With adjustable risk levels, dynamic machine behavior, and laundry cards to activate the process, players can turn their illegal earnings into clean money at machines placed across the map.


:sparkles: Features

:credit_card: Laundry Card Access

  • Use laundry cards to access washing machines.
  • Configurable washing fee percentage (default 10%).
  • Minimum washing amount requirement.

:clock3: Dynamic Washing Process

  • Machine-specific washing times (configurable per location).
  • Collection time window — players must retrieve money before timeout.
  • Machine cooldown periods after use.
  • Risk of card loss after washing (configurable chance).

:video_game: Immersive Gameplay Elements

  • Animated washing machine props reflecting machine status.
  • Progress indicators show real-time washing progress.
  • Contextual interaction via ox_target or qb-target.

:earth_africa: Multiple Machine Locations

  • Place machines anywhere on the map.
  • Each location can have unique wash times & cooldowns.
  • Optional map blips for easy player navigation.

:wrench: Framework Compatibility

  • Fully tested with ESX, QBCore, and QBox.
  • Seamless integration with black money systems.
  • Supports localization through ox_lib.

:sparkles: Requirements

Framework:

  • ESX
  • QBCore
  • QBox

Target system:

Dependencies:


Code is accessible Yes
Subscription-based No
Lines (approximately) 1,500+
Requirements & dependencies ox_lib, oxmysql
Support Yes

:sparkles: Documentation

:blue_book: View Docs

:sparkles: Support

:speech_balloon: Join Discord

:sparkles: Download

:arrow_down: GitHub

:sparkles: Preview Video

:movie_camera: Watch on YouTube


:herb: anox-drugsell
:pill:anox-drugs
:red_car: anox-carquest
:moneybag: anox-blackmarket
:key: anox-cardelivery
:motor_scooter:anox-fooddelivery
:computer: anox-itservice
:soap: anox-moneywash
:oncoming_taxi: anox-autotaxi
:convenience_store: anox-shoplift
:dog: anox-woodoodle-drivethru
:taco:anox-wacohell-drivethru

10 Likes

hello i use your resource and find some bugs


2 Likes

Ok, will look into it

1 Like

fix for this bug ?

you know how real money wash works?? Oo

Unfortunately, it doesn’t work with QB Core. It keeps telling me I have no undeclared money, even though I have $100,000 in undeclared money in my inventory!

if using ox_inventory on qbcore wont work also make sure you have metadata markedbills

I have the CodeM Inventory and yes I have the Metadata :neutral_face:

is it named markedbills or black_money

The Item name is markedbills

nice work bro, great

1 Like

Hi when using the machine and put the cooldown, Its getting the right cooldown for me but for other its significant higher like 10 times more, is it a bug ore is the script something I need to change?

Any luck with this issue mate? It also doubles location on map - there is actualy 3 locations with laundry machines however count on the side legend says 6.

I seem to have to ensure this script in live console after every restart for it to work. Is there a fix for this?

It is in the main resources folder and is ensured in cfg at the bottom.

qbcore.

Cheers

script start order?

sorry for late reply its on my todo list still need to patch some old scripts it coming soon

if you want know the issue script trigger event on player load and also on script start

1 Like

Issue:
Machines weren’t spawning after a full server restart. They only appeared if the resource was manually re-ensured in console.

Cause:
The script was using onResourceStart for client initialization. After a server reboot, that didn’t reliably run for players joining later, so the machine props and ox_target zones never got created client-side.

Fix Applied:

Replaced onResourceStart/onResourceStop with onClientResourceStart/onClientResourceStop

Added a simple init guard to prevent double spawning

Ensured the machine setup also runs when the player loads in

Result:
Machines now spawn correctly on first join after a restart, no manual ensure required.

Even when ensured last in cfg this was the case