onTriggerEnter not functioning

I am attempting to make an extremely simplistic turn based strategy game that is currently using the onTrigger enter function to determine if two units are attacking one another. Each unit is a plane that has both a mesh collider that is a trigger and a rigidbody. The code in question is below and is the main control method for moving units across the board. I do not know if something is interfering with onTriggerEnter or if I am just not using it correctly. Any help is appreciated.

using UnityEngine;
using System.Collections;

[ExecuteInEditMode]
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))]
[RequireComponent(typeof(MeshCollider))]
public class container : MonoBehaviour {
	public int index;
	public int player;
	public GameObject unitSpawner;
	private UnitGraphic arrayAccess;
	public bool isSelected = false;
	public int moves = 0;
	public int i;
	private int minX = 5;
	private int maxX = 495;
	private int maxY = -5;
	private int minY = -495;
	private Vector3 myPosition;
	private Vector3 previousPosition;
	public container enemy;
	Collider test;



	void Start (){
		arrayAccess = unitSpawner.GetComponent<UnitGraphic> ();
		if (player == 0) {
			moves = arrayAccess.player1.uStorage [index].movement;
		}
		if (player == 1) {
//			moves = arrayAccess.player2.uStorage [index].movement;
		}
		myPosition = gameObject.transform.position;
	}
		
	void Update () {
		float xBind = Mathf.Clamp (transform.position.x, minX, maxX);
		float yBind = Mathf.Clamp (transform.position.y, minY, maxY);
		myPosition = new Vector3(xBind, yBind, transform.position.z);
		previousPosition = transform.position;
		Mathf.Clamp (myPosition.y, minY, maxY);
		if (isSelected.Equals (true)) {
				moving();
				
		}
	}

	void moving() {
		if (i <= moves) {
			if (Input.GetKeyUp (KeyCode.W)) {
				transform.Translate (Vector3.forward * 601 * Time.deltaTime);
				i++;
			}
			if (Input.GetKeyUp (KeyCode.D)) {
				transform.Translate (Vector3.right * 601 * Time.deltaTime);
				i++;
			}
			if (Input.GetKeyUp (KeyCode.S)) {
				transform.Translate (Vector3.back * 601 * Time.deltaTime);
				i++;
			}
			if (Input.GetKeyUp (KeyCode.A)) {
				transform.Translate (Vector3.left * 601 * Time.deltaTime);
				i++;
			}

		}
	}
		
	public void onTriggerEnter (Collider col) {
		Debug.Log (col.gameObject.name);
		if (col.gameObject.name != "Tile Map") {
			enemy = col.gameObject.GetComponent <container> ();
			if (enemy != null) {
				if (enemy.player != player) {
					if (enemy.player == 0) {
						arrayAccess.player1.uStorage [enemy.index].health -= arrayAccess.player2.uStorage [index].attack;
						enemy = null;
					}
					if (enemy.player == 1) {
						arrayAccess.player2.uStorage [enemy.index].health -= arrayAccess.player1.uStorage [index].attack;
						enemy = null;
					}
				}
				if (enemy.player == player) {
					transform.position = previousPosition;
					enemy = null;
				}
			}
		}
	}
}

You need to capitalize the O in OnTriggerEnter() I think.