how do you add the llOwnerSay to the script in the right section? Im new with this scripting thing. 

There was a time when people had to use llWhisper instead of llOwnerSay to have a script be as nonspammy to the rest of the world as possible. So basically, if you want to use the original script instead of the movement script (I'd rather you use the movement script, it's more polished), then you need to take sections like this:
CODE
collision_start(integer detected)
{
if (llDetectedType(0) & SCRIPTED) //scripted object collision detection
{
objectowner = llDetectedOwner(0);
presentInSimTestName = llKey2Name(objectowner);
if(presentInSimTestName != llKey2Name(llGetOwner()))
{
llWhisper(0,"you were collided with by " + presentInSimTestName+"'s scripted object.");
//this will return "you were collided with by 's scripted object." (instead of their name)
//fairly often, however it was a decent compromise over choking the dataserver.
}
if(armed) //deflection shielding
{
vector vel = llDetectedVel(0);
vel = -vel;
llPushObject(llDetectedKey(0),vel * 5, ZERO_VECTOR, FALSE);
}
}
}
and change them to things like this
CODE
collision_start(integer detected)
{
if (llDetectedType(0) & SCRIPTED) //scripted object collision detection
{
objectowner = llDetectedOwner(0);
presentInSimTestName = llKey2Name(objectowner);
if(presentInSimTestName != llKey2Name(llGetOwner()))
{
llOwnerSay("you were collided with by " + presentInSimTestName+"'s scripted object.");
//this will return "you were collided with by 's scripted object." (instead of their name)
//fairly often, however it was a decent compromise over choking the dataserver.
}
if(armed) //deflection shielding
{
vector vel = llDetectedVel(0);
vel = -vel;
llPushObject(llDetectedKey(0),vel * 5, ZERO_VECTOR, FALSE);
}
}
}
Note, I only change part of one line, but it effectively prevents anyone but you from hearing massive amounts of collision spam output.
Edit: I went back and updated older script to use llOwnerSay instead of llWhisper